Vladimir feels really terrible

JESUSSAYSNO·5/6/2016, 1:01:06 AM·9 votes·627 views

I'm a top/mid main and Vladimir has been a core part of my champ roster for over a year. If my team has a tanky support and a tanky jungler with some burst champ on the team, I pick vlad. He's a comfort pick, I knew his mechanics inside and out, I knew pool timing in regards to my ping, etc, etc.

I made a similar thread a few days ago the day before the rework dropped, giving my thoughts, at the time, it was dismissed, mostly (I think) because many, many youtubers and players were overhyping the champion without having much knowledge on the champion in his prior state (pants are dragon 'VLADIMIR OP' and redmercy listing him as number 2 on the 'most overpowered MYMU champions'). As I predicted, all of my fears and thoughts on the rework came true. Now that I've had a chance to play him again, I say again, ALL CHANGES MADE TO VLADIMIR HAVE BEEN NEGATIVE. Here are my updated thoughts on the champ since playing him again

Passive changes shift the focus of our builds around, it's whatever, it works.

Q is atrocious. Everything about the design is atrocious, including it's coding in relations to your pool. The damage overall has taken an overall hit (which is fine due to his E dps being raised by what feels like quite a lot). I have a HUGE issue with Bloodrush. The passive is weak, and it gates half our Q's damage. Out of 3 Qs, the empowered does half. You can only cast the empowered version for 2.5 seconds after a 9-2.75 second telegraph (between rank one and rank 5 45% cdr). This is Illaoi levels of counterplay. Against opponents who aren't mentally challenged, my q's damage is cut _IN HALF _ for the majority of the game, only in the thick of extended teamfights have I been able to use it. Lets look at the movespeed aspect of it. 10% for a full fucking .5 seconds. that's 33 ms for .5 seconds without boots. That's 36 with basic boots. 38 with cdr/merc/ninja. 40 with swifies. For .5 seconds. What's this supposed to do? I legitimately can't even feel the boost. It has no duration and the scaling for how long it lasts gives us next to no ground.

Lets do some before and after Q math.

Cooldown has shifted from a 10 second base cooldown with a 1.5 second reduction per level, to a 9 second cooldown with a 1 second reduction per level. At rank 1 and 2, transfusion has a better cooldown. It's even at 3, and at 4 it was .5 faster, at 5 it was a full second faster.

Base damage has moved from 90 base with a 35 per level growth to a 80 base with a 20 growth. Ultimately leading to base damage being reduced by a full 70.

Before, our Q had a .6 damage scaling. Now the basic version has a .45 scaling and the empowered having .9. Ultimately, the AP scaling between the spells is the same, but half of the scaling out of 3 casts is gated behind our 2.5 second, telegraphed in advance, Bloodrush.

Base healing remains unchanged.

Used to have .25 scaling for healing, now has .15. Out of 3 casts, we used to have a .75 healing ratio. Now we have a .6 healing ratio with .3 gated behind our 2.5 second, telegraphed in advance, Bloodrush.

Q has been flat nerfed on numbers, with increased cooldown beyond level 3, reduced damage (10+15 per rank after level 1), and reduced healing (.15 ap reduced healing). Ontop of flat average numbers nerfs, we've also receved a HUGE nerf in the addition of Bloodrush gating half the damage and healing out of 3 Q casts behind a 2.5 second window that's telegraphed far in advance.

Pool has been reduced to a clunky mess. I've had casting delays on it, completely throwing off my mechanics on the spell, and I can't cast Q or R after pool ends. I've died because my pool doesn't activate when I press the button. There's also the tiny issue of your Q not even healing you while you're in pool, the return particle doesn't register. Also a random ass .05 maxhealth scaling nerf. Completely unneeded.

E is a hot mess of a spell once you get past face value. Absurdly high scaling at the cost of a lot of health, sure I like it, damage feels like it's in the right place, and with max cdr, I can spam it at a fast enough pace that it feels nice. Lets take a look at the rest of it. 40% self slow while casting it. I don't have exact numbers on hand for the old spell, but I'm going to say that our dps did not go down. The spell's damage is absurdly powerful and rewarding to land correctly. This is the only spell I like out of the rework.

HOWEVER. Lets take a look at the extra stuff that really seams tacked onto it. You get a slow that's up to 60% when charging this spell. A 60% self slow while trying to aim a skillshot. What's the reward for slowing ourselves with it? A slow on the opponent. Good in theory, but Rylai's exists, and it's one of the single most gold efficient item in the game, along with protobelt, for Vladimir. So we have a skillshot that slows us while aiming, with no reward for being slowed after our first major item completion. The damage is fantastic, I won't fault it there. It doesn't feel too strong or too weak. Given the increased spell cost, the damage is worth it.

it's not impossible to land, is an efficient waveclear tool once you know how to use it, and I understand the increased cost. BUT, with our regen being gutted, the cost isn't worth it. During a game, I was allowed to splitpush from my t2 to their t2 uncontested. By the time I reached their t2, I was at about 30% health because all of our healing comes from empowered Qs, and with the rate I could clear waves, I was ending up proccing Bloodrush to clean up the last melee minion.

R. -2% bonus damage, -1 second duration. In return, we get healing. What I like about this change is that since the delay is shorter, we get our damage faster, a full second can mean life or death. What I don't like is that the healing doesn't make up for the lack of spellvamp. Changes are whatever and I have no opinion on them, the burst heal is nice, but it doesn't make up the lost HPS from spellvamp being removed. This skill is what it is.

Lets dig into Spellvamp as a concept. Vladimir was the only champ that used WoTA. Because frankly, it was good. Okay, so lets consider this. Vladimir was balanced around this item. All of his sustain was balanced around 15% spellvamp before resists. And he was weak, 47% winrate, below average. So, what happened is Riot reduces his base sustain, removes spellvamp, then gives us a burst heal to try and compensate (it doesn't, our HPS has dropped massively), and ontop of that, they increase the E's health cost by an ass load. If we want to clear a wave, we need to use our E, and our E costs 10% of our health that we can't regen because we've just cleared a wave and our bloodrush proc just triggered and we have no target so we have no sustain.

VLADIMIR HAS LESS SUSTAIN AT LEVEL 9 THAN AKALI HAS WHEN SHE GETS GUNBLADE. This to me is what seems fucked up. Vlad is THE 'sustain mage' and we have less sustain than an assassin on her (intended) core buildpath.

1 Comments

Bane Saber5/26/2016, 3:36:38 PM1 votes

While agreeing with most of the things you mentioned I would like to differ about his new E ability, it just sucks both in lanes and teamfights.

His old E had decent damage at full stacks with addition to bonus heal buff. Not to mention instant cast and proper unblockable AOE.

I'd rather have a lower damage E with more reliability than this self-slowing suicidal shit of an ability that you're most likely gonna miss.

Every aspect of his kit has been nerfed badly.