Viktor; Balance Concept
Okay so Viktor is a little too strong throughout the entire game when he is suppose to be a hyper mage, so my changes are to greatly tone back his early game, slight tone back on the mid game, and an increase in power to his late game emphasizing that hyper mage late game status for Viktor. Some people will see this as a straight nerf, but it honestly is a straight balance change to make Viktor appropriately balanced so you can try to win the game before Viktor becomes montrously good when he reaches his late game status.
Siphon Power (Q): Second damage: Instead of 20-210[based on level](+100%total AD)(+50%AP) should be to 20/50/80/110/140(+120/130/140/150/160%base AD)(+50%AP)
[This is simply about making it so you have to put points into Viktor's Q to get damage rather than getting free damage while putting points into his E]. The base AD change instead of total AD will be a late game buff, you don't build AD on Viktor.
Gravity Field (W): Augment: Stun duration increased by an additional 0.75 second instead of pulling in stunned enemies to the centre of the field.
(This would be a total stun duration of 2.25 seconds if you get the stun off, just I feel this would add more diversity in Augment upgrade order instead of defaulting to E and Q upgrades as higher priorities all the time.)
Death Ray (E): Damage: Lowered to 80/100/120/140/160(+60%AP) from 70/115/160/205/250(+70%AP) Augment: Damage increased to 100% from 40%
(Late game buff with augment, obvious early game nerf without it)
Chaos Storm (R): Damage: Change to be less upfront and more sustain damage focused (This is like a Rumble ultimate change a long time ago) Damage over the duration increased to 400/800/1200(+250%AP) magic damage from 150/250/350(+55%AP) initial damage plus 360/670/980(+195%AP) magic damage over the duration Augment: Movement speed increase to 30% from 20%
(Viktor will be less bursty, but more sustain damage for the late game. Augment buff here to focus on prioritizing his Augment upgrade and allow for his ultimate to be more sticky to his target to get off the damage.)