Velkoz new passive idea

Vanic998··1 votes·3,289 views

Organic Deconstruction is velkoz's current passive and the true damage is calculated like this: 25+10(Velkoz's level) so 35 at lv 1 and 205 at lv 18. Its very balanced but it scales with level so there would be no difference between a bad velkoz player and a good velkoz player landing 3 skillshots within 7 secs of each other. My idea is to make velkoz be able to infinitely stack true damage! I got this idea from watching the velkoz champion spotlight and I remember phreak saying that velkoz learns how to hurt his enemies more efficiently. That's not the case though since it scales with level. My idea is each time velkoz lands a skillshot, the enemy gets a permanent stack, or X, and X should be added to a new true damage formula: 10+10(velkoz's level)+ (a % of X). Maybe the formula should be tweaked. Then when velkoz lands 3 skillshots within 7 secs ( like how it is currently), the extra true damage would be added. This will help velkozs late game since he has low scalings and rewards players who know how to land skill shots well. This may make marksman velkoz popular since he could apply 2 stacks to 2 targets at the same time and make top lane velkoz popular because of the tanks. The true damage will vary amongst enemies since X is dependent on how many times velkoz has landed a skill shot to that enemy in the game. Remember its just an idea. What do you guys think? Anything you would change?

14 Comments

RiotMeddler4 votes

We spent a while looking at various 'learn how to fight specific people' abilities during Vel'koz's original development. Our conclusion for ones with repeated stacking, was that, if the effect was strong enough to be noticeable, that it led to situations where you were really effective against whoever you'd laned against and felt ineffective against other targets.

As far as the difference between a good and a bad player goes I'd argue there that a good player is one who manages to land those three hits. The skill test's in getting the combo off, rather than in the game leading up to that moment (in contrast with stacking champions like Nasus or Kindred who have much more reliable ways to leverage their stacking damage, so need to be tested on their ability to stack as well).

Orisi2 votes

What about flipping it around slightly; each stack is applied to Vel'Koz as 'knowledge' of the enemy team allowing him to build stacks off anyone and still have them useful late-game. The skill in getting the combo off is still preserved but being able to get it off successfully a lot is rewarded more than only getting it off 2-3 times.

CrazedPorcupine2 votes

Would it be possible to make Vel'koz's Q split more often? Perhaps make it a passive on his ult that it splits 1/2/3/4 times? (diminishing returns for each split after the first?)

Or perhaps rework Vel'koz to be the "Geometry" mage where all of his abilities have cool Geometric abilities to split and wrap around and do awesome stuff that reinforces the "I'm a freaking genius" Feeling you get when you hit someone with a Q split fired at an angle?

La Bello2 votes

Vel'kozs Passive feels really restricting.have you ever considered reworking it?

maybe something like Enemies take % increased spell damage from vel'Koz for every instance of spell damage that they take from Vel'koz . or Each time Vel'koz attacks or hits an Enemy with a spell he gains of stack of "Knowledge" when vel'koz uses his Ultimate he expends all stacks of "Knowledge" to increase the power of his ultimate. Knowledge could have like a really high cap but getting a max stack laser off could be completely devastating and he could be cc immune while ulting.

Erockandroll2 votes

{quoted}

We spent a while looking at various 'learn how to fight specific people' abilities during Vel'koz's original development. Our conclusion for ones with repeated stacking, was that, if the effect was strong enough to be noticeable, that it led to situations where you were really effective against whoever you'd laned against and felt ineffective against other targets.

As far as the difference between a good and a bad player goes I'd argue there that a good player is one who manages to land those three hits. The skill test's in getting the combo off, rather than in the game leading up to that moment (in contrast with stacking champions like Nasus or Kindred who have much more reliable ways to leverage their stacking damage, so need to be tested on their ability to stack as well).

Personally, I think they should give him a ratio (even a small one) to his passive. (like you did with Lux) That way, Vel'koz doesn't feel completely gimped about not scaling well with AP. Giving him a little more presence in the mid lane and not being relegated to the support role.

7ha7guy7772 votes

If you think of Vel's kit in terms of a full combo (QWEQRW) not a full rotation, he actual has a massive ap ratio as well as up to 820 true damage 615 of which is AoE. I don't remember the exact bases and ratios because i did the calculations a long time ago but i remember the ap ratio being above 3.0 with base damage exceeding 2000.

Edit: just did the calculations again; 3.56 ap scaling with 2120 base damage and 820 true damage at level 18 with a perfect combo. Compared to a rotation which is 1605 base, 615 true, with 2.33 scaling

CancerEnhancer1 votes

Vel'koz's passive atm relies on the enemy either not knowing how many stacks are currently on them, or not paying attention to Vel'Koz's abilities. The only time Vel'Koz can "use" his passive is when he hits a knockup, in which case he can land his other abilities.

MisterHealYoGirl3 votes

Yes, a bad Velks player will do the same damage as a good one if they land three skillshots, but a good one is a lot more likely to do that. Vel'Koz is the most balanced champion ever released, don't mess with success.

ploki1222 votes

I definitely wouldn't say he's the most balanced ever released (that ult is bonker), but he's definitely in a great spot at the moment.

Pupel2 votes

I think it is very cool thematically but i think it might work a lot better if it scaled with autos like each auto stacks .25 true damage for the passive. Then he would have to learn how to weave in autos and get into close range but thats just me ( i feel the way he autos feels kinda proby).

mcjagger2 votes

Vel'koz will feel pressure to prioritize the target he has the most stacks on.

This will be overly oppressive to enemies he manages to accrue many stacks on.

This will relegate vel'koz to playing as a support only because he can accrue many more stacks on 2 enemies instead of using his abilities to farm and only getting stacks on 1 enemy.

I don't think it's a great idea.

Gentzer2 votes

I think Velkoz is fine. The passive does reward better players because all of Vel'Koz's basic abilities are skillshots and his ult is slow moving.

Vanic9981 votes

I agree, but that is why I didn't put an exact %. The % could be tweaked if its too op.

IonDragonX1 votes

{quoted}

What do you guys think? Anything you would change?

The only passive that I want for Vel'Koz is the one that he has now plus an expansion of his "floating monster" theme. You know how he can move and cast W freely? I'd like to see him be able to attack and cast Q, W or E while moving. No other champ can do anything like that and would make him feel very unique.

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