Let look at veigar objectively.
Veigar got his pretty nerf...almost completely removing his ability to surehit combo make him for good to mediocre. there was however some GOOD direction taken in the rework. Let look at it.
Q:Baleful Strike
what changed: When from single target to a linear skillshot than can hit 2 target, with increased range
The good:
-safer laning . The increased range give you a bit of a easier time farming q stack in a hard lane. -Harass potential. As if go trought target, it Is possible so both last hit q minion for Q stack and hit ennemy laner behind, giving some free harass -faster Q stacking. with good placement, can get two minion with a single Q, therefore, getting q stack faster.
- Inceased range also allow for longer range killshot on a fleeing ennemy with Q.
The bad:
- much easier to avoid...
My trought: Imo this is a good change. the safer laning, faster stacking, harass potential are very good. HOWEVER, the rage still feel very short...make it hard to effectively harass anyone behind the minion or seriosuly rely on it as a longer range poke/finish up skill. I also feel there shoudl be some kind of retard on hitting it to compensate for the lower reliability in a fight.
*How to improve it: * -increase q range slightly. this way it will increase it's effectiveness as a skillshot
-Give a on hit bonus: when you hit an ennemy champion with Q, mark it for 2 second. Incoming dark matter are attracted to marked target, deviating from up to 200 unit in market target direction from original cast point (aka some kind of SEMI homing).
This would help veigar agressiveness a little in lane, while still allowing for good counterplay. 200 unit not much can still be easy to run away/blink/leap/whatever away from it, it will however might be just enought to secure a E hit after a Q hit in some condition, slighty improving q-e combo reliability.
E: event horizon
what changed: instead of beign a direct stun, now have a 0.75 warning before it actually spawn the stun ring.
*The good: * -you can counterplay. i agree before it was just plain to hard to do anythings...a GOOD veigar coudl alway direct hit E and full combo you with much coutneprlay at all. nto to mention the way to strong teamfight potential.
*the bad: * -now to easy to avoid. 0.75 second is WAY enought to completely avoid the stun 80% of the time...
My trought: E was hit to hard....turn from way to reliable stun to peice of crap stun. even with the slight cooldown reduction still MEH. mush make a middle ground.
How to improve it:
make it a two step skill:
-instantly spawn a ring..ennemy in the area get slowed by 25% for 0.75 second. if the manage to escape it, the slow is prolonged by a other 0.75 second but they get immue to the stun
-after 0.75 second: ring spawn, slow end, but ennemy who touch the border get stunned.
Just that small slow would make it perfect IMO. It does allow to avoif the stun relatively easily by walking/flashing/leaping/blinking/whatever out. but at least give veigar a garantee SLOW than might be just enought to hit Q-E combo on less mobile ennemy (with the mini-homing if he place Q well). seem quite balanced for teamfight as well.
Conterplay possible and easy...veigar reliable again...yay!