If you're changing Veigar...
Hi, Veigar main here. I've mained him since I started playing end of season II and got to Gold II maining him season 3. Not much has changed for him (other than the increase in assassins and mobility and some minor buildpath changes which weren't really Veigar-targeted) since I started playing the game so I'm not really sure about the direction Riot intends to take him in but I thought I'd give my input.
Identity
- Infinite scaling. It's the primary thing that drew me to Veigar and kept me playing him; there's a certain draw to the infinite potential power that Veigar has. So, when Veigar has very little that other mages can't do, this is the one thing that keeps Veigar awesome.
- Immobile, traditional mage. Veigar is as traditional a mage as you get. He dons the traditional FF I Black Mage inspired robe and hat, wields a staff, is immobile, has cast times (W and E), and deals a lot of damage, both to single targets and in an area.
- Burst damage. This is a tough one because Veigar can be really frustrating to play against. You get hit by a stun and by the time it's over, you're dead, no doubt. But this is definitely a core component of Veigar's identity and it is a large part of his gameplay pattern.
Kit Passive: This needs to change. All other champions with mana based passives are at least getting rewarded for interaction. Veigar's passive is 100% passive and his ridiculously high mana costs are balanced around having a passive that recovers mana. His mana costs need to be rescaled and he needs a new passive that actually affects his gameplay patterns (because emptying your mana so you get more mana isn't a gameplay pattern)
To be honest, both thematcally and gameplay-wise, a passive like Cassiopeia's new passive would've fit well, giving him distinct points in the game at which he improves (and consuming your soul to get strong is pretty Veigar-esque) and building up to be a hyper-carry.
Q: is completely fine. This makes Veigar Veigar.
W: With the high delay before it lands, it almost certainly has to be used in conjunction with E to hit someone. The only utility it provides is a moment of vision, controlling enemy pathing (which E does very well anyway) and discouraging chases (only time it'll land without E support). Otherwise, it's raw damage that's not very exciting.
E: is probably Veigar's best skill and the only thing that keeps him viable. Landing it perfectly can be challenging with a lot of moving pieces in team fights (or Fizz jumping around the map) and it's equally rewarding. No complaints here, other than the egregious weakness to QSS (but veigar gets it better than Malz so he's fine).
R: Single target burst which maintains his identity as a traditional, burst caster. Neither good nor bad.
I'm of mixed feelings about the enemy AP scaling. On one hand, it provides a mechanism for Veigar to pull back when he's behind which is bound to happen. On the other hand... It punishes enemies for doing exactly what they should be doing. It also creates a weird power dichotomy where Veigar may be slaughtering AP champions 20 mins into the game but AD champions can get out unscathed, making him weirdly extra-weak to AD assassins. It's a weird purely champion and build based strength/weakness. This also expends a lot of his power budget unnecessarily. Later in the game, anyone who builds enough AP for this to be significant will melt regardless. But this takes away opportunities for power elsewhere in Veigar's kit.
Primary points to target are his Passive and his W; removing target AP scaling from his ultimate can provide an extra lever to better his balance around (though his ult becomes incredibly boring at that point).
EDIT: One more vital thing I forgot to point out: CDR!!! My typical build was Athene's > DFG which meant early game turtling to mid-game kill potential. with 35% after masteries, I could minimize my downtime between bursts and maximize my Q farm. There is now a gaping CDR hole in Veigar's life that does sort of desperately need to be filled.
,
vs.
,
/
, etc.