Vladimir is screwed up
is so messed up since patch 6.9
With the loss of
Riot changed vlad to work without it, sadly they missed the mark. His sustain is horrible to the point where unless you only use [Q] Transfusion, you're gonna always be at 50% or less. Remember his hp is his resource, so having his sustain bad is really bad when you are already taking damage from enemies. Ironically it is more effective to build Vladimir as a tank instead of mage, you do more damage, last longer, and have better healing.
The nerf to his passive means he has way less hp to work with mid-late game, 1 hp -> 1.4 hp 1 ap -> 1 hp; it may seem small but heres the difference (old) 400 AP -> 580 HP, new is 400 HP. While he had around 3k hp late game that was because he had a lot of AP and spamming his old tides of blood did starting costing alot. Now he is extremely squishy and his damage is not worth it.
Something about smoothing out numbers, Riot tries to "smooth" out the numbers instead of thinking carefully as to why his numbers are that way: [Q] - 90/125/160/195/230 (increased by 35 every rank) -> 80/100/120/140/160. Ratio nerfed aswell, but supposedly the Crimson Rush affect doubles it thus "wurf", but the buff lasts like 2 seconds giving you almost no time to cast it; enemy can just disengage and you lose huge damage and healing after 2 seconds, crippling. Either make the buff last like 10 seconds or buff base damage.
[W]- I suppose its ok, it scales less well with hp, so does less damage? why?
[E] - its pretty cool, but I wish it wouldn't slow Vlad, hes already a slow champion. This ability is messed up in damage, it's AP ratio is horrible but its HP scaling is godly. Building him as a tank makes this ability hit very hard do like 400-500 damage in an AoE fully charged. Also according to patch notes it is suppose to do damage with hp + AP, but it doesn't it does whichever is higher.
[Ult] - I like the healing he gets from it, but the duration reduction kinda sucks and damage increase reduction too. While I can understand the %-dmg increase the duration reduction makes no sense.
Summary: He needs better self-healing without Wota he dies too fast. Revert the nerf to his AP->HP passive, he needs that extra HP to survive, his abilities already chunk him for a lot of health. His Q's Crimson Rush effect doesn't last long enough, so easy to counter and therefore screw him out of big self-heal. His E's scaling is bugged, should be combining both Health cost and Ability power ratio, but it isn't.