Veigar Rework Ideas (UNIQUE IDEA FOR EVENT HORIZON IN PARTICULAR)

xMadwood··2 votes·599 views

I, like many other Veigar mains, have been sorely disappointed with the recent changes to Veigar. They've left him weak at an unprecedented level, and he was never the strongest champion. He no longer has any incentive to be played in an interactive fashion, his goal is simply to farm AP and hope that your team is still strong enough for you to help them by the time you're farmed enough to participate in the match.

However, I also recognize that the idea behind the changes is entirely correct. His stun was simply too strong and when used optimally was far too game changing. We Veigar players complain that now our success is entirely gated by the skill of the player we're against, but that's hypocritical because before if we were on top of our stunning game there simply wasn't enough a skilled player could do to combat that.

I set out to create a more balanced Veigar kit. One that has clear strengths and weaknesses, one that rewards interaction with your lane opponent and can be useful in the match at large but will not feel oppressive. It features a fairly major alteration to the way his current E works, so without further ado, here it is:

Veigar Kit:

REMOVED: Equilibrium NEW PASSIVE: All of Veigars damaging abilities scale with an additional 20% of the targets ability power. Why?: Equilibrium was a lackluster passive to begin with and only helped marginally. Moving this passive from ult to his main passive frees us up to make his ult more impactful overall.

Q: Baleful Strike Skillshot- 850 range Hits up to two targets. New: After its first target it aims itself towards another target (think Miss Fortune Q, but a skillshot), and gains an additional 700 range up to a maximum of 1150 range from point of cast. Why?: Veigar needs something he can use to trade with his lane opponent. Current q is too easily hidden from and using it for trading is not encouraged due to his forced reliance on q stacks for late game power. Note: it aims at the its next target but can still be dodged or blocked, it does not become targeted. New: Hitting a champion refunds 30% of the mana cost. Note: This is to compensate for the removal of his old passive, Equilibrium.

W: Dark Matter New: Will drop 33% faster if cast inside Event Horizon. New: Veigar gains a shield for 3 sec (80/100/120/140/160 + 20% ap) upon striking a champion with Dark Matter. Shield gains an additional 40/50/60/70/80 + 10% ap strength for each additional champion hit with the same dark matter up to a maximum total shield strength of 160/200/240/280/320 + %40 ap. Why?: Updated Veigar E removes his reliance on stunning someone in order to land damage. However Veigar is still ridiculously easy to kill and he needs a tool that he can use to keep himself alive if he chooses to close with his target for the kill. A shield like this rewards him for skilled play by creating an opportunity for him to go aggressive. Note: This might seem like an awfully strong shield but remember that he has to hit 3 champions at the same time with his w in order to achieve it.

E: Event Horizon Removed: 0.75 sec warning particle and delay. New: Creates a zone on the ground for 3.5 sec that slows all enemies inside by 50%. All enemies MAY FREELY ENTER OR EXIT THE ZONE BY WALKING AND WILL NOT BE STUNNED. Champions that attempt to dash into or out of the zone will be stunned when they reach the edge for 1.25/1.5/1.75/2/2.25 sec. Why?: The old stun had to go. This new concept allows Veigar, in combination with a reduced landing time on his W, a much better chance of managing to combo his abilities in order to be a real threat, while removing the oppressiveness of the instant stun. The "anti-mobility wall" makes it so he can still be effective against mobile comps, which currently hard counter him in the worst possible way. Note: Any dash used from inside the zone that DOES NOT cause the champion to exit the zone WILL NOT proc the stun. For example, you could position yourself near the edge of the zone, wait for Veigar to cast W, and then dash over to the other side of the zone without being stunned. Counterplay.

R: Primordial Burst Removed: No longer scales with 80% of an enemies ability power. New: Now deals 20/30/40% of the targets missing health as additional damage. Why?: Veigar lost a lot of burst with the removal of dfg, as well as the nerf to the ap ratio on his ult. Adding an execute function adds a lot of that burst back while still making him think hard about when he wants to use it, instead of just 1 shotting mages late game, he will still want to combo his skills in order to secure the kill.

Feel free to let me know if you think any of this is over or underpowered. I designed it in such a way that there are plenty of "levers" to make it more or less effective.

2 Comments

EliteGunm4n1 votes

An additional 40% of targets missing health is so much more than 80% of most champions AP. Say someone has 800 AP (pretty high for most champions) Veigar got an additonal 640 dmg on his ult, with your proposal a champion would need to be missing around 1600 health. And you still want his skills to scale off 20% of enemies AP and applying to every damaging skill is incredibly strong. That combination would make him strong against enemy mages, tanks, and brawlers as well.

This is almost a universal buff to veigar, other than the non-instant stun (though the dash causing a stun while normal movement doesn't is a very weird interaction) Also with an quick fall time and a 50% AOE slow it would be nearly undodgeable. especially if you can't dash as you propose.

I don't play Veigar, so i can't attest to how strong or weak he is right now. But your proposal brings him back to exactly the same place he was before just in a different manner.

xMadwood1 votes

{quoted}

An additional 40% of targets missing health is so much more than 80% of most champions AP. Say someone has 800 AP (pretty high for most champions) Veigar got an additonal 640 dmg on his ult, with your proposal a champion would need to be missing around 1600 health. And you still want his skills to scale off 20% of enemies AP and applying to every damaging skill is incredibly strong. That combination would make him strong against enemy mages, tanks, and brawlers as well.

This is almost a universal buff to veigar, other than the non-instant stun (though the dash causing a stun while normal movement doesn't is a very weird interaction) Also with an quick fall time and a 50% AOE slow it would be nearly undodgeable. especially if you can't dash as you propose.

I don't play Veigar, so i can't attest to how strong or weak he is right now. But your proposal brings him back to exactly the same place he was before just in a different manner.

Yeah I follow you. Ideally the way I designed it though allows for toning down the parts that are "too much" though. I wanted to give him some interesting and modernized interactions that give some of his power back without making every interaction with him come down to: land stun? dead opponent. Miss stun? Dead veigar.

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