What if Vlad scaled from his CURRENT health - would it make him healthier? [and another changes]
It literally JUST came on my mind, but I think it could be a way to explore this posibility of making him less toxic of a design. Might sound crazy, but hear me out:
Passive: Crimson Pact Vlad's abilities gain bonus damage based on % of his current health. (If he's got 100% HP, his spells get 100% damage bonus.)
NEW: E: Blood arts Vladimir uses different styles of his magic, one agressive, one deffensive.
Toggle: Healing from Vladimir's abilities is increased by ~50%, but damage is reduced by ~40%. Cost: 30/25/20/15/10% of current health Cooldown: 24/19/14/9/4 (applies for both toggle on and off)
Q: Transfusion
Damage and healing: Somewhat between current and Crimson Rush
Cooldown: 9/8/7/6/5 -> 11/9.25/7.50/5.75/4
Of course, all numbers are just approximate and made up right now, but the idea is important. How bad idea is it?
Edit - another information: He's made so he can't infinately sustain in the laning phase and player needs to punish his weak points: When he's low on when he activates Blood arts to sustain, because it's cooldown is very long early on. We could also shift the cost of Vlad's W in both stances: higher when agressive, but lower when deffensive, or vice versa, depending on the goal. It also means for Vlas player that he can trade only on high HP, but not on lower.
The stances could be represented by the blood ball - it can glow or be spread, swirling around Vlad (as in his splash) in one stance...