Let's Talk Vayne Changes

Sachabot·8/23/2015, 4:43:31 PM·6 votes·660 views

I'm not a particularly active player right now, but I'm no stranger to Vayne and I do believe that she needs to be curbed. I wanted to create a thread devoted to considering useful ideas instead of just whining and complaining. With that in mind, I thought about Vayne's power and where it would be relatively easy to tone her down without Olafing her. The idea is to bring her down to an acceptable level, not destroy her. I don't think any of these ideas are new or unique, but I think they're all worth considering, both individually and together.

  1. Tumble- Tumble has two points that can be easily addressed: The cooldown and the bonus damage. Raising the cooldown hampers her mobility slightly (only slightly, she has plenty more), and I don't think it's unfair to put it at the same cooldown as Quinn's Vault, which bears a number of similarities. I would also reduce the bonus by a minimum of 5% across all levels. It might also be worth it to re-code the skill so you can blind Vayne's enhanced attack.
  2. Silver Bolts- The problem I see with this skill is "availability": It doesn't cost anything or have any cooldown. Sure, Vayne loses an active for it, but she's so AA-reliant that this isn't really a loss. This is just free power and needs to be hit. So, the easy choices are to A) Make it a toggle with a mana cost. B) Put it on a cooldown so you can only trigger it every few seconds on a given champion. The toggle option will require a bit more work, as you'd have to tweak the cost back and forth and probably boost her mana gain per level, but the cooldown option might hurt her dueling too much. Still, they should both be looked at.
  3. Condemn- I actually don't hate this skill by itself. It only becomes insane with the rest of her kit, but it may be needed as-is. I won't suggest any changes, but that's just my opinion.

Anyway, that's what I think. Please contribute constructive, useful ideas.

10 Comments

Finn Teh Human8/23/2015, 4:47:58 PM2 votes

Vayne is doing what she is supposed to do. Vayne does not have any ranged abilities/aoe abilities so she needs more mobility to catch up to her enemy/get away from them. Her kit is good as is. Silver bolts is something that's only useful IF you attack the same enemy 3 times IN A ROW. So you can't switch targets off and on otherwise it becomes useless. I hate how people think she's op because she's one of the best duelists in the game. THAT IS WHAT VAYNE IS SUPPOSED TO BE. If you compare her to say Jinx or Ashe, sometimes Jinx or Ashe would actually be better in teamfights because it's easier to pick off Vayne if your team isn't stupid.

Yosuke Apperu8/23/2015, 5:01:16 PM2 votes

I love how people still downvote you... probably vayne mains xD They're all like "nuuu don't touch muh freeloz!" Seriously, the guy gives some reasonable suggestions and people downvote him to hell.

Nimba8/23/2015, 4:53:22 PM1 votes

Buff other adcs or rework the itemization. Make more viable since she's not op, just one of the few adcs you can hard carry on. The rest are either niche or team dependent.

dannykun8/23/2015, 6:40:29 PM1 votes

I both like and dislike these suggestions. the q change is actually extremely good at trimming down some of her extra power in duels though I think if you're gonna blind her empowered q she shouldn't consume the charge then.

The silver bolts change is where I really take issue with this. It's what makes vayne well vayne, and removing what makes her an anti-tank adc would really hurt more than just her, it could severely change the meta completely. Vayne's presence in game tones down tank presence by a ton. The threat of %health true damage makes tank stacking with tons of cc and mildly strong damage a bad call because she can shred down quite a few if she plays right. only Kog'Maw can offer this kind of threat as well, and though his deals magic damage and can be resisted with the benefit that it's on each hit instead of every 3, and he can build ap and just grab nashors to shred tanks in fights. Both keep the pure tank meta in check, and I'd hate to see that change ruin the game by creating only one or two viable option for nearly every role.

Shaving off the up front damage it has would probably be a much better idea, Making it so that she doesn't deal any base damage and then % health but instead only %health on the third hit and raise the percentage just a tad (like make it 10% and take the 60 base damage off at max rank) that way she's a threat to intended targets, but squishy ADC's have a fighting chance because they often build lifesteal, and healing through 10% of their health is generally not hard when you build crit.