Viktor's Gameplay Update and the problems it causes - petition
@Solcrushed, this is very important, we would be very grateful if you took our requests into consideration.
Note: I composed this using my own knolwedge of the champion, and reading the numerous comments of Viktor mains describing additional problems with the rework.
Yes, I'm a Viktor main, but let's get to the point: the rework in the form in which it is now, would be devastating for the Machine Herald.
The Hex Core
Giving Viktor the ability to buy all three Augments may sound good on paper, but it negates the point of adaptation to your opponent. The colour on the staff would be completely useless, for that matter. Not to mention that Kha'zix already has something similar, and players don't want another copycat evolution champion. I understand that this was supposed to solve his late-game power problem, but it introduces more difficulties than it solves. Among other things, I believe that's why you want to remove the DoT on Augment Death. You took into consideration our requests to keep his mid-game power spike, but this is not the way to go, there are other ways.
I think the leaked Augments from earlier would prove a much better and easier change, and I will explain that in the end.
Power Transfer The current plan is to make the shield instant, increase its range, and lower its damage, but the spell would be followed by a bufferd AA. This means you want to trade it's power for utility, and maybe this is the only spell that I could live with, but it has problems as well.
The ability's damage would be fragmented, increasing Viktor's unreliability when already the rest of his skills were skillshots. Not a problem for experienced players maybe, but beginners are going to be much more discouraged from playing this champion.
Since the Q's range will be bigger than that of his AA, that means he'll have to get closer to the enemy to strike with AA. And how will he be able to do that without Augment Power? The enemy starts backing up when he sees the projectile. If Viktor doesn't have that movement speed increase, he's going to run into a lot of difficulties. That means that Viktor players will be forced to take Augment Power at the beginning, since Q is the most used spell in early game – currently for it's damage, reliability and low mana cost. The other way without Augment Power is to start with the Death Ray, but you'll be quickly drained. That leaves no choice but to upgrade Q. Forced choices are completely opposite of Viktor's gameplay design.
Here are some of other problems that might appear: I remember chasing someone through the jungle once. I fired Q with my last mana, just before the enemy flashed over the wall, but I got the kill anyways. With the new update, I would have just damaged the enemy without the ability to hit him with the AA.
I recently played against an Orianna. The moment she sees my Q, she backs away. With the rework, Viktor would have to come close for the AA, but would already suffer damage from her Command: Attack. The shield would prevent some damage, but it would be a problem when the retaliation comes, the shield would already be out, and these problems just increase drastically without Augment Power.
Gravity Field It's planned for it's range to get increased, and to balance that out, the warning sign of its deployment will start earlier. If the enemies gets stunned, they gets sucked in to the center.
That increased range is going to be smaller than that of the live augmented W. I cannot recall how many times enemies dodged the Gravity Field now on live, with just scratching it and getting barely slowed. The biggest problem now is with ganks in early game. The extra range means nothing if the enemy can just dash out of it, be it near or farther away from you. Was the extra range (note, smaller than with Aug W!) supposed to allow him to engage? And then try to hit the enemy with both the laser and the explosion? Today, when almost everyone has a dash, W isn't going to mean anything, people already had enough time to react and get out of it before, now it will be utterly useless.
On the first glance, the translocation of stunned enemies sounds interesting. But if you look more closely, you’ll see that this has almost no benefits at all. When the enemy is stunned, nothing more is needed. The Gravity Field is already small enough for a combo to be set up on that small area. And if the stunned enemies start moving, people might even miss their skillshots. Imagine stunning the enemy, and firing the laser in hopes to hit him with it and the explosion. But too early: the enemy starts getting translocated, and you miss both. And waiting for the enemies to move to the center is time wasted.
Currently, Viktor isn’t designed to load out his combo when he tries to stun the enemy in early game. That comes in mid to late-game, when teamfights begin. In early game, he relies on his careful strategy of poke and snowball with his Q and E, while using W for escaping ganks. That’s his only escape option (movement speed isn’t going to help much when the enemy has a dash). And that is one of his core gameplay characteristics! Therefore, with the rework, if he uses gravity to try to capture the enemy (already seen strategy with Veigar), he’s going to have a time of extreme weakness during the W’s cooldown, when the jungler can pick him up easily. Not to mention if Viktor fails to trap the enemy because of the early warning sign of W’s deployment.
Death Ray Removing the DoT from Augment Death is going to cripple this champion. The burn was absolutely crucial; The entire point of the laser was to hit the enemy in the most hardest situations, and the burn was a reward for that. It depended on the skill of the player to hit the opponent. And now, the damage of the explosion would depend on the skill of the opponent to move away from it. And I seriously doubt that most of the players have reflexes of a rock.
It’s going to be the same as Vel’koz’s W, and we all know how easy it is to dodge the second explosion. It would even be a rip-off of that skill. There’s a reason why Vel’koz’s passive is more damage per stack. And Viktor mustn’t be pushed in that same niche, because he already has his own, unique one.
You want to change the laser from being all in the skill of the player (believe me, we mains take big pride in our skills to hit the enemy with E), to being all "hope the enemy is stupid and stays on the line". One of Viktor’s core characteristics was the ability to hit and kill the enemy from a mile away, and removing the DoT would almost completely destroy this aspect of the champion. The explosion is just going to create frustration in every game. Viktor isn’t going to be able to do anything except watch the enemy run off with 10 hp.
The explosion would also demand an entire strategy change, into something already present in an array of other champions – snaring and then attacking. Viktor isn’t like that. He should stay different.
One of his signature moves is to wait in the brush, predict where the enemy moving through the Fog of War is going to be, and then, firing in advance! Hitting the enemy, without vision, and scoring a kill. Remember, the enemy is moving. With the explosion, even hitting the enemy in such a hard situation isn’t going to mean anything, when the enemy continues to move and dodges the explosion, surviving. The removal of the DoT would remove that pride in the skill of the vector shot.
Some of my suggestions Note: I don’t even think everything from the next paragraph should be implemented, but I think that maybe something out of this could help, without hurting Viktor’s signature abilities.
More responsive AA: He could use an increase in reliability. He’s currently in the bottom when it comes to the speed of his AA. This hurts his early game farming, but maybe acts as a power stabilizer, and I’m okay with that.
Faster projectile speed for Q: Just to make the shield a little more usefull.
Ultimate can traverse terrain and/or have a larger center and/or a bit longer scilence. But I don't think this is absolutely needed.
Master Yi can get stunned but not slowed, even if he's in his ultimate: If others can stun him, Gravity should probably be able as well.
Second Tier Augment Upgrades: These were perfect, they would single handedly remove his late-game power drop, his 6th item problem (by replacing the previous Augment, the 2nd would act like that 6th item) and preserve the adaptation model. Viktor would still have to give up one of the three Augments, and therefore, wouldn’t be overpowered. The colours on the staff could then be yellow2, blue2, red2, orange, green or purple. It would preserve the clarity. This second tier upgrades hold no need to nerf Viktor’s neto damage (the removal of his signature DoT), if they offered balanced stats, and were available only at later levels (~16 lvl, I don’t know). I just love this idea, because it fits perfectly with the evolution theme. The Hex Core evolves into the second tier, compared to the “collector Viktor” of the coming GU.
Did I miss something? Do you have any more examples of problems? I will continue to update this thread, as I find mistakes and implement more of your suggestions.
Final note Players don’t get angry when their main champion gets reworked. They get angry if that champion gets stripped and looses his core abilities, moves or scaling with the rework.
Please Solcrushed, take our pleas into consideration.
(Summoners, if you don’t agree these changes are going to hurt Viktor, please give us a chance to try to push this rework in the direction when all of us will be happy, as opposed to only you being happy while the rest of us cry in a corner :) )