Ideas for a Veigar Rework

Foreword
I have looked at a lot of Gameplay improvements for Veigar, and I have taken what I saw as one of the best suggestions, a reddit post by Artic_Wolf_lol here, and added my little bit to it. I hope you all enjoy :)
Gameplay Changes
Live Passive : Equilibrium : Veigar's mana regen is increased by 1% for each 1% of Mana missing.
New Passive : Torment : Upon killing a unit Veigar gains .5 AP permanently, this bonus is doubled against large minions and monsters. Additionally Veigar gains 10 AP for kills and 5 AP for assists.
** Live Q : Baleful Strike** Active: 80/125/170/215/260 (+60% Ability Power) Magic Damage. If the target is killed, Veigar gains 1 Ability Power. This bonus is doubled against Champions, large minions and large monsters. Passive: Veigar gains 1/2/3/4/5 Ability Power when he kills a champion from any source of damage. Cost : 60/65/70/75/80 Mana Range : 650 Cooldown : 8/7/6/5/4 Seconds
** New Q : Baleful Strike **
Active: Magic Damage changed to 80/110/140/170/200 + 75% AP,~~ Removed AP Bonus~~
Live Passive Removed
Range : 650
Cost : 40/50/60/70/80 mana
Cooldown : 4 Seconds
LIve W : Dark Matter Active: Brings down a mass of Dark Matter at target location after 1.25 seconds dealing 120/170/220/270/320 + (100% of AP) in an AoE radius of 112.5 Range : 900 Radius : 112.5 Cost : 70/80/90/100/110 Mana Cooldown : 10 Seconds
New W : Dark Matter Active: Brings down a mass of Dark Matter at target location after 1.25 seconds dealing 100/150/200/250/300 + (100% of AP) in an AoE radius of 125 Range : 900 Radius : 125 Cost : 60/70/80/90/100 Mana Cooldown : 10 Seconds
Live E : Event Horizon Active : Puts down a cage of twisted dark energy in a 375 unit Radius stunning enemies who pass through it. Range : 650 Radius : 375 Cost : 80/90/100/110/120 Mana Cooldown : 20/19/18/17/16 Stun Duration : 1.5/1.75/2/2.25/2.5 Seconds
New E : Event Horizon Active : Casts a ball of dark energy to target location that explodes after .25 seconds into a cage of dark energy (Think like a Lux Singularity) Range : 700/725/750/775/800 Radius : 200/225/250/275/300 Cost : 80 Mana at all ranks Cooldown : 20/18/16/14/12 Seconds Stun Duration : 1.5 - 2.25 Seconds depending on the distance traveled.
Live R : Primordial Burst Active : Sends a massive burst of Dark Energy at an enemy champion dealing 250 / 375 / 500 (+ 120% AP) + 80% of the Target's AP as Magic Damage Range : 650 Cost : 125/ 175/225 Mana Cooldown : 130/110/90 Seconds
New R : Primordial Singularity Active : Casts a Singularity in a line that attaches to the first champion hit dealing 250/375/500 (+120% AP). Target will be marked for 5 seconds and takes reduced damage from Veigar. The singularity stores 30%/40%/50% of the damage dealt by Veigar and after 5 seconds or upon reactivation will implode. Second Cast : Implode Deals 100% of damage stored as AoE damage around the marked champion in a 300 radius and slows all champions by 35%/40%/45%. Range : 800 Cost : 100 Mana at all ranks Cooldown : 130/110/90 Seconds
Notes:
*** Passive -** Veigar's old passive was relatively useless, whatever Mana Regen it provided was counter balanced by his high mana costs. This new passive is a less strong version of his old Q Active-passive, and unlike the old one, the unit doesn't have to be killed by Veigar's Q. Veigar also gains a flat amount of AP for both Kills and Assists (10 AP - Kills, 5 AP - Assist) to make up for only getting .5 per minion/1 per large minion/monster. This takes away from AFK farming as Veigar to get massive amounts of AP and is more directed towards Team Fighting. It also takes away from farming with your Q in lane, so you can use it to harass the enemy laner rather than to farm. (From Artic_Wolf_lol)
*** Q - ** Q is Veigar's main form of farming and trading in lane, yet when compared to other mages this ability had a fairly long CD early for very high mana costs. Given that its old function was also what allowed for AP scaling, that is understandable. However, now that farming with Q won't give you AP more than farming any other way will, it has reduced early game mana costs (they will scale up to the same as live at rank 5) and cooldown and adjusted base damage down and AP scaling up to compensate. For comparison, Syndra's Q and Annie's Q at rank 5 have the same CD and Mana cost as Veigar's Q. Annie's Q has 220 Base damage and 80% AP Scaling, Syndra (against champions) has 264.5 base with 69% AP Scaling. (From Artic_Wolf_lol)
*** W - ** This changed very little from live; for reducing the base damage by 20 at all ranks I have reduced the mana cost by 10 at all ranks and slightly increased the AoE radius from 112.5 to 125. This overall is increasing the area by 10%, or 78.5 total Units. I wanted to keep the same feel of a powerful AoE nuke, but opted not to decrease the cooldown or delay as that would require power to be adjusted in other areas. (From Artic_Wolf_lol)
*** E -** This new E is my personal design. One of the problems pointed out by Riot Meddler was, "His kit's got some serious counterplay issues (undodgeable instant stun when used right, two point and click nukes)". Meddler also pointed out he wanted to have a delay on the stun so I have made this new E like a Lux singularity except rather than exploding and dealing damage, this explodes into a smaller stun cage. The delay will mostly come from the projectile's travel time and the small delay before it explodes giving the enemy time to react to it. In my opinion this adds a new level of skill to Veigar when trying to land his stun. Unlike most stuns, you can't shoot this projectile straight on to stun the enemy and you have to calculate the radius of the cage excellently if you want to even come close to a direct stun. I also added reward for casting the projectile farther so that the farther the enemy is from you, the more time you have to catch up to them. This stun is excellent in team fights and can be used from range to catch someone out rather than having to walk up to everyone and place it right on their faces. This also synergizes very well with your ult, seeing as your ult is now a skill shot. If you can trap a team around the cage and deal tons of damage, the implosion will definitely do a decent bit of damage.
*** R -** Before you shout MORE BROKEN THAN RIVEN'S SWORD, unlike Zed's deathmark, this would not deal bonus damage in addition to the damage dealt. Rather, a target marked by Veigar's ult would actually take reduced damage from him during that time they are marked, only to have it explode up to 5 seconds later (or upon re-activation) in an AoE, which can damage the entire enemy team. This gives Veigar a lot of strategic diversity on how his ult will be used; Veigar can use it to catch high priority targets, like say a 18-2 Vayne, and try to 1-shot her. Or, it can also be saved for teamfights, where you mark someone who will now deal massive damage to their allies if they try to help (Don't click the lanturn, I'll die!). Marking someone will essentially force their team to separate from them or risk taking significant damage. While you still retain the power to nuke squishies, it wouldn't be quite as strong as before. (By Artic_Wolf_lol)
Thank you if you took the whole time to read this and I hope you guys and Riot likes these suggestions. Also please no rage in the comments, these are just suggestions. There is a poll where you vote for whether or not you like these ideas somewhere below this.
(PS : Riot give Veigar a face, fix them E stun cage graphics, & give this Yordle a theme of some kind, Dark Magiks? Really Rito?])
