Vladimir Balance Changes

Stacona··3 votes·676 views

Nothing crazy, just my suggested changes makes him more health mage and try to make him better to play against, mainly for the laning phase. Also fix up some math with his ultimate.


Basic Attack Range: 450 units, just want to indicate, but nothing is changing for this

Transfusion (Q): Cooldown: 10/8.5/7/5.5/4 seconds; Cost: 12/24/36/48/60 from 0 Health; Range: 800 from 600 units Vladimir drains the lifeforce of his target to deal 60/75/90/105/120(+30%AP) magic damage.

If Vladimir is within 450 units of his target then he deals 30/50/70/90/110(+30%AP) additional magic damage (damage now is 90/125/160/195/230(+60%AP) aka big damage is unchanged) and heals himself for 24/43/62/81/100(+30%AP) health (from 15/25/35/45/55(+25%AP), so the change is slightly less flat heal and slightly more AP ratio heal meaning it does emphasize Vladimir's hyper mage status, but a stronger heal as he builds AP is because his heal involves him being in his short basic attack range).

Hemoplague (R): Damage to 160/280/400(+75%AP) from 150/250/350(+70%AP); damage no longer amplifies itself; aka there is no damage change here. This is for easier math and calculations, there will be absolutely no notice-able change here.

5 Comments

Creamy Seaman1 votes

his Q range needs to be reduced not increased

Stacona2 votes

I decreased his sustain range, and gave him a health cost --- so you double your damage (by double i mean it is the same as it is now) and get health sustain when within his short range, and hurts himself and deals little damage beyond that point to add a difficulty mechanic to vlad--- so he can sustain off you if he puts himself at risk, but use the Q as poke deals less damage, hurts himself, and damage sticks to him --- this is a balance fix and makes it more enjoyable to play against vlad in lane

EffectFX1 votes

Why.

xl Kirito lx1 votes

The only thing worth noting on this is that it doesn't change how his Q functions overall. Vladimir will always use Q off cd, either to sustain or poke. Adding a health cost means he has to be slightly more careful early, but it still acts the same as Morde E. Once you have a hextech revolver, you're going to use the ability.

Stacona1 votes

Well it is to tone down his early game, so mission accomplished then -- i want to leave Vladimir as a hyper mage, right now he is a little too good in the laning phase while having hyper mage scaling, i am trying to make it so that it is easier for his opponent to bully Vladimir early game before he becomes the montrous blood hyper mage that he is in the late game

The change is simply you can use the Q at an even safer range, but the damage is halved and costs him health-- where as the current damage he deals now has been reduced by quite a bit (equal to his AA range, so very short) as well as the sustain he has


let's do math, 120+30%AP at rank 5 and 20% spell vamp with the wota currently on LIVE, and if he deals 200 magic damage at his majour item and then some with a 60 health cost this means with 20% spell vamp he still loses 20 health per Q without even factoring in resistances [new wota would make him lose 30 health instead of 60]--- while the normal damage right now with the health sustain is 150 units shorter meaning he is easily in harass and appropriate trading range when he is up close like this- so the change is to grant better gameplay against vlad either through giving him the health cost resource if he plays farther back and not have all his sustain OR actually being able to attack him back if he comes up closer for the higher damage and health sustain, either way should make vladimir feel better to play against and give also more mastery to vladimir with having to decide if he wants the safe Q that is low damage and hurts himself OR get up close for more damage and heal himself but place himself at risk for the opponent's counter attack

so if this change does its job too well then we can actually give vladimir more power elsewhere in his kit because the change means vladimir is better balanced to play against--- obviously by adding power i mean only adding power if he feels a little underwhelming, but it would not be in a way reverting the change

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