Varus Tiny Gameplay Tweeking

Stacona··1 votes·394 views

Varus' current passive has always been the thing on his kit that is extremely meh, and is just decent at best.

Here is a concept idea:

Living Vengence (Passive): Killing a unit permanently grants Varus 0.15% Attack Speed. This bonus doubles for 6 seconds upon gaining a kill or an assist.

A more realistic number for bonus Attack Speed per games will be between 25%-45% (~150 - 300 minions/monsters). This idea will just emphasize Varus' late game potential, make his passive useful for teamfights, and all while not making Varus too snowbally early game but also grant him that scaling as a marksman.

EDIT: Here is another unique idea as well, Varus' spells reduce in cooldown by 1 second for every Blight stack that it proc'd (so 1, 2, or 3 seconds lower cooldown) this will only work for the spell that directly proc'd the blight stack (so that Varus' ultimate is not always up but can be 3 seconds lower than what it would normally be which is not much for an ultimate cooldown but a lot for his Q and E)

9 Comments

Lord Dusteon1 votes

Personally think switching his passive and W would be better (maybe make his new W then give 30-60% AS for a few seconds, with the cooldown reducing on kill or assist?). While I do like the idea of Varus getting a more reliable passive, remember that he's an early and midgame adc, not lategame. Infinitely stacking tends to suggest lategame and help most then, which seems meh for Varus's role.

Stacona1 votes

Despite his W being a passive, indirectly it is an active because it requires an action to proc blight making it perfectly suitable as a basic spell and very fitting for a marksman

Varus is suppose to be more for mid to late game marksman and be strong in the late game teamfighting, other marksman do early game better so let's focus on Varus' hyper marksman potential and give him a more unique role of a late game, teamfighting, hyper marksman

SpongebobIsLife1 votes

Despite what many people think, his late game is plenty strong. The scaling on his q is comparative to that of Grave's ulti, and you cannot forget that after 3 auto attacks, you have the potential to do 15 percent of someone's health in magic damage. His mid game is strong, but his late game is nothing to laugh at either, especially if he gets a kill or assist.

Stacona1 votes

Varus has the same late game damage as kogmaw with utility spells - and varus is not short ranged

SpongebobIsLife1 votes

Yeah, he has the 3rd best base ad range with 575 :D

The5lacker1 votes

Infinite scaling on a stat with a cap is a bad idea. And reducing the cooldown of an AoE ability by 3 seconds for each enemy it hits is also a bad idea.

Stacona1 votes

the point where you can reach the cap attack speed even with attack speed item would be over 1000 minions / monsters

we are looking at 200 to 300 minions /monsters killed a game with 400 being on the high value which is 60% attack speed [with my current value] as the high / no game will realistically go over 400 and solo queue may not even get 200 because of the chaos-- but having a way to get attack speed for the start of the team fight for when you lock someone down for the teamfights is better than only hjaving an attack speed value for after you already won the fight and attack speed is not movement speed like jinx so there is no way for an immobile marksman to use his 'resets'

The5lacker1 votes

So your only balancing method is to make it useless, gotcha.

SpongebobIsLife1 votes

Something I always thought they should do, is give him a 40% percent attack speed bonus after destroying a structure or large monster. Or, they could increase the attack speed he gets for killing an enemy from 40 to 60. Varus is my favorite adc, but I must admit that his passive does feel lackluster in many situations.

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