4 Rebalance Ideas for Varus to make him better rounded and thematic as an ADC

Kingsgrave··1 votes·413 views

Goals with these changes (TLDR)

  • W takes longer to stack but scales and interacts directly with his Innate passive
  • Speed and Damage of Q are heavily nerfed unless you charge it at least 60% of maximum to limit burst potential
  • Retains his Marksman/Mage playstyle but more modernized
  • Retains his calculated playstyle without just giving him a click to get AS button

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**1: ** Linking his passive directly to his playstyle and kit rather than a tacked on bonus

Duration of passive bonuses increased to 6 seconds from 3 seconds and now stack with eachother. Additionally they now scale to 25% + 3.5% per Level, halved for Non Champions.

2: More reward for charging Q and less reward or damage for using it immediately and also no MS slow

Q damage reduced to 10/25/40/55/70(+60% Total AD) scaling to 40/100/160/240/280(+180% Total AD) at full charge compared to 10/47/83/123/157(+100% Total AD) scaling to 15/70/125/180/235(+160% Total AD).

Self Movement Speed slow removed.

3: Change to emphasize that Varus should be Sniping and Executing not Poking and Bursting

Speed of Q Arrow is reduced by 50% overall but is increased by up to 100% Live Speed at Full Charge. Additionally, max Speed of Arrow increases by a flat 1% per 1% of Bonus Attack Speed (max 200% speed relative to Live)

4: Same general idea of Change 1, and now getting the Attack Speed will directly affect his Q

Proccing Blighted Quiver (W) will award Varus with 30% of his Champion kill passive AS bonus for 6 seconds. This can stack up to 4 times and can stack with his passive bonus. Full stacks of W adjusted to 6 from 3, damage unchanged if procc'd at or below 4 stacks but increased at 5 and 6 stacks

4 Comments

DisasterSola1 votes

I dont... think so. These are actually huge changes that grossly effect playstyle.

I like the Q speed idea, but weakening his early hurts him waaay to much.

Id suggest: Swap passives, make living vengence an active that increases attack speed by 20~40% (based on level) the Q missile speed can scale with bonus attack speed. Every 1% of charge on Q increases missile speed by 0.5% of attack speed.

Kingsgrave1 votes

{quoted}

I dont... think so. These are actually huge changes that grossly effect playstyle.

I like the Q speed idea, but weakening his early hurts him waaay to much.

Id suggest: Swap passives, make living vengence an active that increases attack speed by 20~40% (based on level) the Q missile speed can scale with bonus attack speed. Every 1% of charge on Q increases missile speed by 0.5% of attack speed.

Reduces his early game by 50% of what it buffs his mid to late. Its called a trade off. aka a rebalance

Honestly his passive is only uninteresting as a passive because it doesn't directly interact with his kit like his W passive does. Just giving him a "click this ability to gain AS" is really boring and MF already has that.

DisasterSola1 votes

{quoted}

Reduces his early game by 50% of what it buffs his mid to late. Its called a trade off. aka a rebalance

Honestly his passive is only uninteresting as a passive because it doesn't directly interact with his kit like his W passive does. Just giving him a "click this ability to gain AS" is really boring and MF already has that.

Varus is immobile. He is an immobile backline ADC who is designed as an AD caster, not a right click and crit piece of crap. In a rebalance, you shift around what it already there and sprinkle a little bit more power, but largely leave skills unaffected. what you suggest gives varus an extremely weak early game, for no appropriate strength in the late game. Varus already has feast or famine problems if he doesnt build right click to crit. Nerfing his early game only exasperates that problem.

The concept of "trade offs" is also broken. Varus has the most debilitating trade off in the game: Mobility for CC.

What you suggest would absolutely ruin varus, an immobile champion, who already doesnt have a good early game because he has no mobility AND eats mana like nautilus. What needs to be changed in varus is not an un-needed nerf to his early game, but a buff to his objective taking (Making W an active), and/or a buff to the seige power of his Q. You also have to consider Varus mid; a very strong lane bully against squishies not named yasuo.

As for "boring and MF has it", the fix for that is simple; you take from what currently exists. W: Living vengeance Grants 20/25/30/35/40(+1% per 20 bonus AD)% additional attack speed upon activation for 6 seconds. Upon killing an enemy minion or monster, the duration is increased by 0.5 seconds. Kills or assists increase the duration by 2 seconds. Cost: 70 mana Cooldown: 15 seconds

Kingsgrave1 votes

{quoted}

Varus is immobile. He is an immobile backline ADC who is designed as an AD caster, not a right click and crit piece of crap. In a rebalance, you shift around what it already there and sprinkle a little bit more power, but largely leave skills unaffected. what you suggest gives varus an extremely weak early game, for no appropriate strength in the late game. Varus already has feast or famine problems if he doesnt build right click to crit. Nerfing his early game only exasperates that problem.

The concept of "trade offs" is also broken. Varus has the most debilitating trade off in the game: Mobility for CC.

What you suggest would absolutely ruin varus, an immobile champion, who already doesnt have a good early game because he has no mobility AND eats mana like nautilus. What needs to be changed in varus is not an un-needed nerf to his early game, but a buff to his objective taking (Making W an active), and/or a buff to the seige power of his Q. You also have to consider Varus mid; a very strong lane bully against squishies not named yasuo.

As for "boring and MF has it", the fix for that is simple; you take from what currently exists. W: Living vengeance Grants 20/25/30/35/40(+1% per 20 bonus AD)% additional attack speed upon activation for 6 seconds. Upon killing an enemy minion or monster, the duration is increased by 0.5 seconds. Kills or assists increase the duration by 2 seconds. Cost: 70 mana Cooldown: 15 seconds

The way Riot and Valve (DotA 2) use the term "Rebalance" is never for a sprinkling or small readjustment of power. Its when you don't change how an ability or abilities work but you readjust how they are used in general. You change the way that the scale is defined, thus changing the parameters for what counts as balanced or how that scale interprets balance.

That is still a rather boring ability and honestly takes away from his identity. Giving Varus an on demand Attack Speed bonus without making him work for it seems odd and wrong to me.

My changes were not great, so I refined the ones you took offense to and questioned rightfully so. I made changes to the post to reflect the new ideas and added a TLDR to better explain my motives.

If we are talking thematics, an Attack Speed bonus that procs from an offensive action like shooting an arrow makes more sense as an act of Vengeance than just pressing a button before a fight starts to start clicking someone. The latter is more of an arrogant and self righteous action, which I don't see Varus or his motives reflecting at all.

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