Post-DFG Veigar Main Thoughts

A Tall Joke·2/4/2015, 6:29:58 PM·3 votes·1,309 views

I've been playing Veigar a lot lately (with a pretty high success rate) and, as a Veigar main, thought I'd share my thoughts with the community regarding the recent loss of DFG for Veigar. Please, let's be civil in our discussion

NOTE This discussion isn't really about how to build or play Veigar. I play the way that works and wins games for me. It's about his balance position and I'm just ONE POSSIBLE way of adapting to the changes to make good use of Veigar (which I've done so far). I think it's important because it indicates ways we can adapt and, therefore, gives us a better approximation of Veigar's balance.

Item Build Changes Old Build (in approximate build order): item 3174 DFG item 3020 item 3089 item 3135 item 3083/item 3026/item 3102 Rationale: Early game, I just want CDR and defense to farm up Q (hence Chalice > Fiendish Codex) Before grabbing DFG to start my mid game and insta-gibs. Follow that up with extra damage and then grab a defensive item so I'm not prey to Vi, J4, etc.

New Build (in approximate build order): item 3174 item 3158 item 3089 item 3135 item 3143 /item 3083 /item 3102 Rationale: My biggest discovery with the DFG loss is that Veigar needs very little to do a lot of damage. I never really gave enough credence to his scaling; again maxing CDR to farm up quickly while playing the defensive game. This build has the perk of the CDR coming a bit cheaper and earlier which is a HUGE boost to my early game farming. My WOW-I'm-doing-awful quota of 100 AP in 20 mins has become significantly easier.

As a result of my recent discovery, I don't prioritize damage as much anymore. I get dived a lot because I do a lot of damage. I get double-triple kills pretty consistently in team fights which makes me a primary target. At this point in the game, a Randuin's+Warmog's will stop that Vi in her tracks (at least long enough for me to kill some people). With Q, I continue to scale damage such that I can still kill any carry.

Power Curve There are 2 massive changes to Veigar as a result of losing DFG. The first is that late game, I can no longer instantly kill 2 targets (DFG+W+Q for 1, R+W+Q for the other). Arguably healthier for the game; I dunno (he is a hypercarry. Sort of).

The other is how late his mid game comes. His original power curve was mostly linear scaling with his Q farming slowly bringing him up; The bonus CDR from Athene's (and MR) brought up a small spike, followed by another from fiendish codex. Then, there was a huge spike from DFG which was the signal that mid game has begun. DeathCap>Void Staff both brought 2 more huge spikes followed by a low-slope linear scaling from Q farm.

His new power curve is much slower. Early game has a much lower slope as a result of the nerfed mana regen gating his farm a bit more than it used to (I run MP/5 runes, masteries, and items and it's still rough. Note: experimentally, double Faerie Charms perform better than Doran's start). After all, I do need to keep enough mana to E in case of gank. His mid game also comes much later because, without DFG, his insta-gib abilities come closer to 20+ minutes into the game. Past that, it's all similar though the bruiser-esque build of 2 tank items murks up the comparison (bruisers/tanks scale via how much damage they can soak up as well as how much damage they deal; it becomes a bit of an apples and oranges comparison). For the most part though, his damage doesn't suffer all that much.

DISCLAIMER: I am, by no means, arguing that Veigar is a tank nor that he should be played as such. The "Bruiser" Veigar build I'm proposing starts becoming somewhat tanky late game. It's a response to the heavier teamfight atmosphere of lategame and mobility creep as well as taking advantage of Veigar's scaling. It's essentially the Nasus philosophy: Why build damage when I get infinite scaling of it for free? He should still be in the back and taking advantage of windows of opportunity. He just now assumes less risk doing so.

Overall Power Comparison: In a lot of ways, Veigar's new power curve is almost healthy. It's still the same oppressive early game and it used to be incredibly oppressive for the opponent when he got DFG and could instantly kill you with utter disregard. Delaying it a bit makes laning feel more impactful. That said, it also means that Veigar's team suffers immensely. I get trolled a lot in champ select (with many leaving games in ranked) when I pick Veigar. It's probably because unlike other mids, I can't contribute much mid-game which makes me a liability for nigh 30 minutes before only potentially carrying the game. Essentially, I bring the utility of AoE 2.5 sec stuns. While other mids are ganking lanes and taking objectives, I'm farming.

I only have a sample of ~8-10 games post-DFG compared to my easily over 100 pre-DFG-Removal games but in general, my enemy team has been far less inclined to complain in all chat about the balance of Veigar. My conjecture: Veigar doesn't start insta-gibbing you and snowballing 20 mins in, becoming inevitably stronger. Instead, my team complains. But, hey--life of a Veigar main. I think this says a lot about how Veigar feels for everyone. For my team, he feels like a dead weight; something you have to carry and nobody wants to play with. For the enemy, he (was) is oppressive and requires a lot of micromanagement to deal with. General dissatisfaction all around :/

That said, Veigar was slightly underpowered before (aforementioned mid game problems make him generally less competitive than other mids as well as being easily bullied in a game with heavy emphasis on snowballing). After the changes, his late game does suffer (no more double insta-gibs; it's pretty significant) and his mid-game comes much, much later. Which punishes my team (and, consequently, me). He still manages to only be slightly underpowered; his E will always keep him away from the brink of unviability. He's still fairly competitive and can do well but he's not a hyper carry in the same sense anymore which means the reward for his awful early game has been completely diminished.

My Suggestions More indepth suggestion Here. The TL;DR of it:

  1. Passive needs to go; reduce his mana costs, give him a real passive.
  2. W delay could be a bit shorter (Tenacity hurts) and possibly some added utility.
  3. R Scaling on target AP consumes a lot of power budget that could probably be better allocated for Veigar's theme.

13 Comments

A Tall Joke2/4/2015, 6:37:47 PM1 votes

Sorry for wall of text :P

The Bard Dog2/4/2015, 6:39:05 PM1 votes

still toxic just because veigar punishes ap mids for doing well. and a not so hard to land aoe 2.5 second stun. and infinite scaling.

Gorsz2/4/2015, 6:39:07 PM1 votes

Pick rate 4.08% Win rate 47.21%

Veigar has never even be a problem for this games health factor. Ever. Theres so much counter play to him it isn't funny, and he needs buffs to compensate for his DFG loss.

If people are complaining about veigar in all chat, it means you're very low MMR or low in ranked.

Blainezy2/4/2015, 7:08:41 PM1 votes

I also main Veigar and love him.. But Athenes just isn't worth the money compared to morellos.

f00G3MxfPP2/5/2015, 12:22:54 AM1 votes
  1. If you just farm, opponent will harass you out of lane (kill you if you don't leave), or roam to get kills, decreasing your chances of winning the game.
  2. Sorc boots is 110% needed for any mage that plans on dealing damage.
  3. Mana regen from morellos is better than athenes until late game, when he probably won't need mana regen anymore.
  4. If you really need mana regen, grabbing mana pots will give you almost twice the value compared to other champions due to his passive. Build morellos/chalice for cdr not mana.
  5. DFG was pretty critical to veigar. It was the best ap item to build in terms of damage (burst and sustained) as your first item, or as your 2nd item,... last item, whatever your current build was.
f00G3MxfPP2/5/2015, 8:46:26 AM1 votes
  1. Allowing your opponent to roam is bad. Roam = potentially getting kills. Pushing you under tower = if you follow them, you lose farm and turret gets damaged. Your statements has nothing to do with what I said.
  2. Sorc boots increases damage against people who do not build magic resist by about 12%. Veigar's targets are those adcs/ap that build purely damage. His w has great scaling but he has a utility stun that has no scaling, so his full basic rotation scales weaker than most mages. Besides, % based damage increase is incredibly rare in the ap itemization (deathcap passive, dfg active, flat magic pen) and should be highly sought after.
  3. Athenes regenerating mana on kills is a fair point. Do the math though. Assuming you do not build max mana items, athenes will never have as much mana regen as morellos from 0% to 100% mana and level 1 to 18 on veigar with his passive.
  4. By that sense, wards are not worth 75 gold and everyone should buy a sightstone.
  5. I just gave the results of my calculations. I never said anything about whether veigar needs DFG or if he does "a ton of damage without it." I just said the item was core on him.
  6. Don't say "don't give me the MMR/Ranking argument" then give out your MMR/Ranking. I was never planning on using it as an argument as it would be a logical fallacy.
Garnet Dust2/7/2015, 2:34:00 AM1 votes

I'm going to try this build tonight. I hope I don't get Flames for building the tanky items late game.