A Vladimir Rework Idea
Vlad doesn't need one badly, but I'm sure his kit will get pegged as unhealthy again at some point. Here's a concept I wrote down on my break. The concept was to move his healing to a more interactive place on his kit and make his health costs an active participation rather than simply being a side effect of his abilities. This is largely done through his passive, and E.
Passive: Vladimir’s abilities contaminate the blood of his victims, giving them a stack of contamination, up to 3 stacks. When Vladimir uses his basic attack on a contaminated champion, he consumes all stacks and is healed based on the number of stacks. 1 stack: 5% max hp 2 stacks: 15% max hp 3 stacks: 30% max hp this would be Vladimir's primary source of healing. The numbers don't have to be exact, but the idea is that the longer he puts off claiming the reward, the bigger it becomes. It encourages him to stay engaged with enemy champions to be fully rewarded by his kit.
Q Vlad lobs out some bad magic that damages foes and lingers on the ground for a second, slowing anyone who steps there Hemomancy: The blood empowered projectile and lingering area causes damage over time and slow to enemies hit. The more blood stored, the longer the effect.
W Vladimir slows himself and gains damage reduction while dealing damage to enemies around him for 3 seconds. Both versions of his W can apply up to one stack of contamination per second. Hemomancy: Vlad turns into an invulnerable pool of blood that damages enemies who stand on it. The more blood stored, the longer the ability lasts. Enemies who stand on the pool are damaged.
E Vladimir channels his own HP into a sphere of blood to empower his next ability. The longer you hold the e key, the more hp Vladimir drains from himself, up to 30% of his max HP. Once the key is released, all of his abilities become their Hemomancy counterpart until he casts his next ability. Hemomancy: Vladimir unleashes all stored blood in an aoe around himself
R Same as his current ult, but the size can be increased with Hemomancy and the heal at the end is based on how many stacks of contamination enemies had on them.
Many of his scalings would come from HP, especially his Hemomancy damage which would be based on the flat amount of HP he drained from himself, not the max health %.
This version of vladimir may need to run on mana, in which case his passive may restore some mana and his Hemomancy abilities would cost no mana.
Thoughts? I see some problems with it as is, but I really like the mechanic of being able to take an amount of your HP to empower an ability rather than just having static costs on them that later end up becoming rather negligible.