Vladimir buffs direction - risk-reward, skill ceilings and counterplay
I'd like to start by saying that despite
's bad state at present the rework had some great ideas which simply need some more tuning and exploration to work. Current Vlad can accomplish plays pre-6.9 Vlad could only dream of. E feels incredibly satisfying to use, unlike old E which felt like a chore most of the time.
I wholeheartedly agree with the hotfix buffs and I think they're in the right direction.
That said, current Vlad's gameplay is lackluster because he often has to risk too much with little to no reward. This is because the counterplay is too heavy and often times he simply lacks the tools to accomplish his goals.
My main problem here is his Q buff, Crimson Rush. It's the reason I would not count on Vlad's winrates rising without buffs - people will simply learn to react to a skill so heavily telegraphed and indeed most players already have.
Rather than advocate reverts on it like some people, I say it needs to have more impact. In its current state the speed buff is either too small, short-lasting or bugged. Most of the time it runs out before Vladimir can do anything with it. This will only get worse as people learn to deal with it.
In theory, a good Vladimir can counterplay this counterplay: engage before cool down is over, estimate whether you can survive to empowered Q, heal up for huge amounts and run away. Or make use of brushes and FOW to prevent the opponent from watching your bar.
This is all in theory because the speed buff is so insignificant it's practically useless. Making it actually do something will open up
levels of opportunity chasing and even more fun and plays. (Maybe constant MS buff until Q is used, movespeed decays after Q is used?)
Other than that I absolutely agree with E base damage buffs. I don't mind the cost as long as he can actually punish people out of position and chunk mobile melees trying to all-in him. Or it can backfire spectacularly.
Naturally, in the spirit of high risk/reward empowered Q heal buff is also a good idea.
I honestly like the rework. I know that for some Vlad mains old Vlad was like second nature and it was the same for me, but I could also feel his imperfections and knew he needed updating.
The new kit is not only superior in terms of fun, versatility and play opportunities but it also looks great on stream, especially with the Bloodlord/Soulstealer skins. Which is just one reason for Riot to keep working on this champ and getting him to a good state.
EDIT: another idea, suggested by TheUntitledKing: Make Vlad Q healing off minions scale with Q rank, so he's less oppressive in lane.
So at rank 1 we have 50% reduction and on rank 5 we have 0-10% reduction so he can later waveclear without killing himself.