@Meddler Veigar is strong now, but boring.
Veigar's win rate has been brought up to 49%. That is where he was pre nerf as well, so we should all be happy, right?
Well normally i would say yes, except that I believe he is extremely boring to play as now. I also firmly believe there is more you could do with him to make him have higher highs and lower lows, like he used to, instead of his very flat play-style he has now.
Currently, Veigar plays like an AP Nasus (though still needing to build AP). his passive mana regen and a "cooldown reduction + mana regen" item leave him to constantly farm minions. And that is what he does. There is honestly no real reason to try and harrass the enemy, because most likely they will position themselves so that minions will stop the harass for Baleful Strike. And unless your jungler decides to gank, you have very little kill pressure. And without mobility or reliable CC, pushing their tower is a bad option. So the only option is to sit back and farm your Q. Use dark matter to clear waves if minions are piling up, or it will allow easier Q double hit on the minions in the back. Use Event horizon to run away or assist your jungle in a gank. Then farm some more.
Late game, use Q+R to blow up a squishy target and the throw Dark matter into the fray of enemies. put event horizon around them to lock them up. Hope no one jumps on you that you cant burst right away. Game is over. Win or lose.
Veigar relied on his stun a lot before the rework, which made him have good high and lows. much like a blitzcrank pull, when it was down, he could be ignored. So I think that type of feeling should be back with him, and it should be quite easy to do so.
I'll start off with talking about his W, dark matter. Currently it is used for wave clear. some claim they can predict enemy movement, but anyone with reflexes worse than 1.2 seconds should not be playing league of legends. But it does such immense damage that a straight buff is impossible. So i say lower the damage for reliability. bring its AP ratio down to .8 AP scaling, but also bring its fall time down to .625 (same time for cho'gath rupture). If you drop this on top of someone, it will hit. but if you only aim with the edge, they can still walk away. There will still be people that can just jump away, anyways. So we have a decent trade off, here. Lose some damage, but get a skill that can work on its own.
Onto his E. Currently, Veigar's E pleases no one. People that go against it still are hit with a 2.5 second stun and people using it struggle with the delay immensely. This is rather amusing as this E is possibly stronger than his original E, but it just doesn't fit his kit. To change that, it would just be a slight numbers change. First, bring the stun duration down to 2.0sec at max rank. The 2.5 second stun is honestly a terrible thing to still have in this game. 2.0 is plenty, especially now that W can hit someone that is not CCed. but straight nerfing this ability would not fix anything nor improve veigar's interations. Not to mention, by losing damage for reliability, veigar could just turn into a poke mage. So here is the final fix. Enemies inside Event horizon get a debuff reading "This unit will take bonus damage from veigar and deal reduced damage to veigar." This will only apply to enemy units inside the cage, but not touching the walls. Touching a wall will result in a 2 second stun, but remove the debuff. This will allow the "trapping enemies inside a cage" feel to really come into play. They have a choice. They can run into a wall, getting CCed, making them and easier target, but less total damage can be delt to them. Or they can risk playing Veigar's game and try dodging skillshots, possibly taking no damage, or possibly taking the most damage. if veigar is low, they can even try and fight back, but he won't take as much damage as if they take the 2 second stun, and then fight him. So now there is an actual interaction going on. Trapping someone inside the cage will actually be a good thing for veigar players and enemies will have their own choices to make as well. This may be a big buff, though, so a range reduction could be in order. reduce his stun range to 650 from 750, making it be a bit more risky to throw it down.
Anyways, I would love to hear thoughts on this. I highly doubt a Red will stop by and say anything, but if they see it and like any part of it, then I am happy. even if they see it and hate it, i will still be happy because they have a clearer view of what they want.
Fell free to add to the idea or change stuff. or just tell me what was good/bad about it. Thanks.