Varus; Gameplay Tweak

Stacona··2 votes·456 views

Okay so Varus has a super solid kit; but his passive is just very meh slash useless. Since it is a reset passive like Jinx but mediocre attack speed that he cannot use because either the fight is already won which he needed the attack speed at the start of the fight or the enemy is running away against an immobile marksman where he used his snare and slow already because best used at the start of the fight to follow up on an engage from your team. So all suggestions around this subject need to keep in mind: longer range marksman, immobile, and high damage, with high utility (but still lower than Ashe).


Basic Attack Range: 575 units; nothing changed, just for context

Living Vengeance (Passive): Range: 1000 units Varus gains 50 bonus range to his basic attacks for 3 seconds whenever an unit, ally or enemy, dies near him.

Varus gains 75/100/125 [@levels 1/7/13] bonus range to his basic attacks for 6 seconds upon gaining a kill or assist.

NOTE: These bonus do not stack on top of each other, only the greater effect takes place.

Blighted Quiver (W): Passive: Varus gains 5/10/15/20/25% bonus attack speed. This bonus doubles for 5 seconds upon executes, kills, or assists.

NOTE: Everything else on this ability is the same; just an added attack speed passive to go with an on-hit spell.


Okay so I took the name Living Vengeance and applied as Varus is living and trying to get vengeance for the dead with the increased basic attack range for a short time to get off damage to try to resort in a kill; also granting a reset mechanic that instead of giving mobility Varus becomes a very long range champion to try to 'snowball' fights like a reset champion would (now this reset mechanic is technically in place now just a poop-tastic variation with a mediocre attack speed buff). Since Varus' bow in a way a living thing it can grow so granting a short duration range steroid does make sense and activating upon dying units, ally or enemy, makes sense for his overall theme. Plus I think this would a very unique mechanic both for Varus and among all the champions as a whole. Also I do not feel like Varus needs to give up anything for this buff because it doesn't grant any power to his spells, but it does place Varus more towards being a hyper marksman basic attacker; and dying minions is great in a siege scenario since he gets slightly more range whenever a unit dies near him.

Hope you enjoy the idea! ~ Stacona

13 Comments

ModAcademy Kayn2 votes

:( But... but... Ap Varus tank killer...

Edit: did not read bottom part of message. We cool now.

Stacona2 votes

Yea - i just added attack speed to the spell and make the spell entirely AA focused - i didn't feel like stating things that wouldnt even change on my concept ideas and only stated my changes--- i mainly wanted to address his non-existent passive, which is honestly just bad with nothing special about it at all --- meanwhile most of his kit is very unique with blight stacks, charging super arrow for his Q and lock down worms that infects other enemy champions with worms

ModAcademy Kayn1 votes

I do like the range bonus. This would actually allow Varus to put some stacks on someone and then Q'ing. I'm personally not sure about moving his as bonus on to his W passive, but that's just me.

Stacona1 votes

So remove an attack speed steroid entirely or move it to another spell?

ModAcademy Kayn1 votes

This is where I am conflicted. Varus lacks much of a dueling presence so I am not sure what a 5% bonus would do at level 1. Granted it does go up to 10% with a slain minion/enemy/whatever. IM SO CONFUSED.

Stacona1 votes

not like he super lacks it - but varus is not meant to be a dualist anyways; he is more on the utility side with a team backing him up

overall, it is about adding / having synergy in his kit

ModAcademy Kayn1 votes

Oh what does it mean with his passive having a range? He says his passive has a 1000 range?

Stacona1 votes

its an aura range like trundle- so dying units within that range grants Varus 50 basic attack range bonus --- 75/100/125 does not stack with the 50 it just overpowers it and only applies on kills and assists--- so one passive happens just from ally or enemy units dying within that range (so a good laning/siegeing passive) and the other portion to the passive is like a reset passive but with bonus range so he can get attacks off when someone dies--- so a little bit like jinx resets where instead of chasing people down Varus will shoot them at his current location

but the range is the range he needs to be near a dying ally or enemy unit to get the 50 bonus range for 3 seconds; the other portion is being rewarded for being active in teamfights

ModAcademy Kayn1 votes

I'm not sure about it being any slain unit nearby. Living Vengance was based off his Lore because for every person he killed his bow drew faster and faster. Key word being "Every person he killed". For someone who would benefit from the extra range, I'd want it to be on unit slain and assists/kill. He already has three AOE abilities, that can hit many people, so it's not like assists would be rare. (item 3085 )

If you're going to give him 50 extra range for being in lane, you might as well just give him the 50 range in his stats.

Stacona1 votes

as a marksman laning phase involves you, as varus, last hitting --- i was also trying to think of avenging an ally champion's death or even as your minions getting slaughtered by the enemy--- but the difference to a short duration attack range buff and just giving him more range is that it is not always there; sure laning phase and siege scenarios have the extra range; but jungle fights will not have until you get "resets" for a greater range bonus

i still left in an execute attack speed benefit

Voluug131 votes

I think leaving the W Blight stacks as his passive is a better idea, and put his passive in W while W becomes an active that interacts with Blight stacks.

Blighted Quiver (Passive): Varus' basic attacks deal bonus magic damage. They also apply Blighted Quiver Blight for 6 seconds, stacking up to 3 times.

On-hit Magic Damage: 15 / 20 / 25 (+ 25% AP) (Increases at level 6, 11 and 16)

Varus' other abilities detonate Blight, dealing magic damage equal to a percentage of the target's maximum health per stack (capped at 360 against monsters).

Magic Damage per Blight Stack: 2 / 4 / 6% (+ 2 % per 100 AP) of target's max health.

Maximum Magic Damage to Monsters: 6 / 10.5 / 15% (+ 6% per 100 AP) of target's max health.

Living Vengeance:

Passive : On a minion or monster kill, Varus gains 20% attack speed for 3 seconds. On a champion kill or assist, Varus gains 40% attack speed for 6 seconds. Upon death, Varus instantly detonates every Blight stack in all units on a range of 2000 units (because VENGEANCE).

Active : Consumes every Blight stack to gain 10 / 11 / 12 / 13 / 15% attack speed and 2 / 3 / 4 / 5 / 6 (+1% AP) extra magic damage on hit for every stack consumed up to 5 stacks. Range: 1500 units.

Stacona1 votes

its like putting kog'maw's w as a passive--- and blight functions as a spell, despite it being directly a passive it still needs direct indirect activation also % damages are capped through flat values, and the cap is there because of entirely of Dragon and Baron

the thing about making changes to a champion is making sure you do very minimal changes unless they have serious identity problems, like old Sion (melee mage burst? AA immobile melee auto attacker? tank? support? who knows?) or problematic kits (poppy; whose rework has not happened yet); but for Varus his kit is pretty solid and current players can be very upset if you change a basic spell to something else that is currently fine as it is--- but his passive on the other hand is not only nothing special and very meh - it isn't very good even in the extremely rare circumstances you could use it

so basically changing varus' passive does not change the champion or alienate him and can give him something useful and more unique as a champion and as his character

ModAcademy Kayn1 votes

Personally I'm not a fan. I love being able to choose between a poke playstyle or having better duel potential by getting a choice between Q or W. Having an active that gives extra power, due to stacks that are already allowing for burst, seems a bit too much.

My main point being, throwing the power from W into his passive wouldn't allow the burst he gets from his current playstyle, trading it into duel power. You'd be turning him from a siege-burst adc, into a siege-dueling adc with a late game based on a passive. I also say you underestimate how much an extra 15 damage can do early game. The average adc goes Armor runes, so (estimating) an extra 12 damage could mean a lot.

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