Simple Vlad Rework Fix
Riot seems to have decided that the new Vlad must pay an actual heath cost (that is quite hefty and risky) to deal above-average AOE damage (at least on paper) with counterplays...
and seems to insist on keeping Vlad a high frequency short-range caster WITHOUT cc...
I suggest the following very simple fix.
Make E always pay 10% of health cost but make it instant cast (no charge time... Vlad simply raises his red ball super fast and pops it), nerf the damage to a mid point between the current max and the current min with the current scalings
Right now no one picks Vlad and those who pick him can't do well because they can't land the Es. It doesn't matter how much damage E does on paper if it can't be landed. Making E snap-shot cast but making the 10% health cost mandatory would make sure the ability hits a lot more often.
This is completely in keeping with what Riot is trying to do with the new Vlad while keeping him appealing and fun to play... people don't want to miss tons of Es in the game, they miss the old Vlad who had a Q and an E that could fire reliable DPS.
- E becomes instant-cast, same radius
- Mandatory health cost of 10% of max health
- Damage nerfed to somewhere between the current Max and Min
- Keep it minion/champion blocked (the Nova counterplay remains)
I think Vladimir would rather have a bit less damage in exchange for abilities that will actually hit the enemy. A massive E that takes time to charge is no good if people see you a mile away and you have to work so hard for so little pay off (often hitting tanks or only to see your enemy flash/dash away).
He would maintain his identity as a high sustained damage and very reliable Mage (spamming Qs and Es) with strong (but not invincible sustain) that in keeping with Riot's goals
- Has counterplay
- Will pay an actual health cost each and every time if he want to deal real damage
- Maintains his overall identity as a high frequency caster of spell-based damage with an AOE dimension but has other weaknesses such as short range and no CC
However, Vlad mains will be more happy and more players will be willing to play him if E is easier to land. Its no good if the damage is astronomically high on paper but its not hitting anything.
Yes Vlad will have his existing weaknesses (no CC, no initiation capability, short-range) and the new ones (potentially hefty health costs, counterplay in the form of minion/champion block and the nerfs to Q's reliability)...
BUT AT LEAST ITS A START
Because right now... The E is massive underwhelming and unrewarding.
What do you think?
I feel its entirely consistent with what the Riot's design team seemed to have in mind when they reworked Vlad.