Vladimir rework suggestion

Count Zubat··2 votes·366 views

Vladimir... character considered by some to be OP, and by most to be just super annoying. Manaless, with low cooldowns in lategame, monstrous sustain and strong AOE damage. With upcoming AP items changes in next patch, everyone can admit - he will get massive indirect buffs by these changes and that means, he will get nerfed pretty soon.

Maybe instead of nerfing him, we should change him a bit, update. I don't mean changing he's abilities, more like adding some strategy into him. I think he should get resource gauge for casting his spells. All his spells are casted using blood, so why not give him something like Blood Gauge?

Before I get to idea, I'll tell why imo adding Vladimir a resource bar would be a good idea. Right now, he is just a champion who is meant to spam abilities like crazy. His basic teamfight combo is R>E>Q>W>E>Q>Zhonya. There's not too much depth in it, you just do that over and over, being as annoying as possible for your enemies. I would like to implement more strategy into this champion, more thinking proccess in what you do when you're playing him. Ok, with that behind us, let's get to idea itself.

How it would work? All of Vladimir's abilities, except for Q, would cost some blood. Blood can be restored by few ways: mainly passive regeneration and through Q usage. Let's get to specifics, changes I would implement.

Passive: Crimson Pact

AP into health/ health into AP conversion unchanged.

New: Blood resource: Vladimir uses blood of his victims to cast spells. He regenerates it passively (small amounts) and when he kills enemy champion or gains assist.

Q: Transfusion.

No cost

New: Blood sucking: striking any enemy with Transfusion regenerates X + 0.1 AP blood

I would also lower cooldown of Q on lower levels (7~8 seconds instead of 10 on level 1), but also decrease it's early game damage and healing from it. That's because Q would be the main tool of regenerating blood, but in compensation it would deal lower damage (because you will be able to use it more often) and heal less at all levels, because I don't want his abilities to cost health - they're gonna cost blood. I consider also completely removing health regenerating from Q, but I feel like it would be huge nerf towards him.

W: Sanguin Pool

Cost: 20% health 50% of Blood Gauge (can't be casted if you don't have at least 50% of it filled)

E: Tides of Blood

Cost: no more costs health, now costs X points of blood (blood cost increased with every stack of it)

Cooldown increased on early levels. With health cost being taken, Tides of Blood can be used more safely early game. This means that player would just use it every time, and it has kinda low cooldown of 4.5 sec right now. I would increase its cooldown on Rank 1 to about 6~7 seconds.

R: Hemoplauge

Cost: 100% of currently avalaible blood (can be casted for free)

Damage amplification : 12% 5% + 1% per X blood used to cast

New: regenerates X Blood per every enemy affected (half from minions and jungle monsters)

Why this change? Right now, Vladimir's ultimate costs nothing, you just use it when the time is right. I'd like to put in more depth into it, more strategy: more blood you sacrifice to cast it, better the damage amllification. I want to make it have some more usage : you can use it for maximum damage output, or to quickly refill a lot of Blood Gauge (if there are a lot of enemies around you).

I put "X" in place of numbers because I don't have idea how much Blood Vladimir would be able to store at once etc. It's a concept idea.

Also, Vladimir carries the blood orb with him everywhere, I think it would be a cool visual effect if it changes it's size depending on how much Blood Gauge is filled.

What are your opinions about my idea? Feel free to comment down below, as well as post your own propositions considering Vladimir.

1 Comments

Maple Crusader1 votes

Perhaps Vlad's passive should be altered.

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