Veigar New W?

Meep Man··2 votes·409 views

As much as I love Veigar's current W, it can be used for little more than wave clear unless he lands his E, a limit no other champion has which makes Veigar very unviable compared to other champions with similar play styles. So I suppose a number of concept reworks to make his W make the player feel more powerful as Veigar. Plus, they both would make the player playing as Veigar feel overall more powerful.

SUGGESTION #1 The first suggestion is give Veigar more power with both of his other damaging spells by making his W a passive spell with an active for when he goes on the offensive. This will give Veigar more incentive to farm early rather than spam Qs at his opponent with his near infinite mana as well as backing up Veigar's Infinite AP Late Game Monster identity.

Dark Matter Release Passive: Whenever Veigar kills a unit, he gains 1/2/3/4/5 stacks of Dark Matter, stacking up to 25/27/29/31/33 times. This is disabled when this ability is on cool down. Active: Veigar expends all charges of Dark Matter to boost his damage dealt in the next 4 seconds by 1% for every stack consumed and restore 1/2/3/4/5 mana for every stack consumed. Cost: 30/35/40/45/50 mana Cool Down: 24/21.5/19/16.5/14 sec.


SUGGESTION #2 The second suggestion is an active spell that gives Veigar more poke in lane while also providing small amounts of utility. You can use Spacial Diffraction to clear the way for teammates in a minion wave or make minions get out of the way for a Baleful Strike. As such, it does the same for monsters that can be effected by crowd control.

Spacial Diffraction Active: Veigar shoots a dark line of energy in a line that slows enemy units it hits by 15/20/25/30/35% for 1 second and leaves a dark trail. After a 1.25 second delay, the dark trail will explode 200 units to the left and right, dealing 90/135/180/225/270 (+80% AP) magic damage to enemies hit and pushing minions and monsters 350 units away from the line. Cost: 70/75/80/85/90 mana Cool Down: 11/10.5/10/9.5/9 sec. Range: 775 Explosion Width: 400


SUGGESTION #3 The third suggestion gives Veigar more crowd control, but very little damage. It's an idea I thought of when thinking about what Veigar might do to people who made him angry.

Lethal Suffocation Active: Veigar channels for 1 second, suspending the target into the air with dark magic and dealing 10/15/20/25/30 (+5% AP) magic damage to them. After 1 second, he throws them away from himself, dealing 10/20/30/40/50 (+15% AP) magic damage and slowing by 95% for 0.75 seconds upon hitting the ground. The cool down of this ability is reduced by 1 second whenever Veigar takes damage, being reduced to 0.5 seconds if the damage was from minions or monsters. Veigar throws the unit further away the closer they are to Veigar. Cost: 60/70/80/90/100 mana Cool Down: 20/18/16/14/12 sec. Range: 300/375/450/525/600 Throw Distance: 300-575


SUGGESTION #4 The fourth and final suggestion involves playing around the current W to give it more reliability while still retaining the damage, but in a different way. A charge system...

Dark Matter Passive: Veigar gains a charge for this spell every 7/6.5/6/5.5/5 seconds (being reduced by cool down reduction) or whenever he kills an enemy unit. He gains 2 charges for killing an enemy champion. Active: Veigar causes dark matter to fall from the sky onto the target location after a 0.625 second delay, dealing 40/60/80/100/120 (+35% AP) magic damage to all enemy units hit. Veigar refunds 20% of the mana cost for every enemy unit killed. Cost: 25/30/35/40/45 mana Cool Down: 0.25 sec. Range: 900 AoE Radius: 100


3 Comments

Erockandroll2 votes

The problem with Veigar is that you need to shift his focus more form Run up, insta stun, burst, kill.

Numerically, his damage is fine. But since his E is no longer reliable at setting up kills, he needs to be focused more around Zone control. If his W is not currently sufficient for adding to his Zone control, then it should be buff in either, how quickly it lands, or how big of an Area it effects.

Alternatively, you could just add even more damage to it. (Sure it's unreliable, but it's a big "Fck You" when it does hit) Though this might result in more QQ than it's worth. especially if paired with Team CC which will be far more reliable.

lB2kGRlc8y2 votes

I think a better way to just make Dark Matter viable as is would be to add some thematically relevant effects to Event Horizon. His kit was always based around punishing enemies trapped by his fence, so how about to make his Dark Matter less shitty, add a spacial compression to the inside of the cage. What this would do is that it would double the size, travel speed, and hitbox size of all units and effects in the area, as if under a magnifying glass. This would add reliability to both his meteor and his baleful, as they would basically treat the area inside the cage as if it were half the size. This would conform better to Riot's proposed intent of having Veigar torment those he's caught in the cage, as well as restoring some of the reliability he lost in his rework.

ShuffledPancake1 votes

[{quoted}](name=Inept Maverick,realm=NA,application-id=3ErqAdtq,discussion-id=kq1Nf9jE,comment-id=,timestamp=2015-07-07T05:49:57.490+0000)

unless he lands his E, a limit no other champion

Vel'koz has to land e to hit w at the same difficulty, yet vel'koz is very balanced and near perfect (Other champs arent that's why is is out of meta)

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