Veigar changes and how they could be better
Veigar has some interesting changes, but he is currently in a pretty bad spot. he either has no counter play or just smashes his face against a keyboard because he got behind and lost. I believe Riot has great intentions to fix this, but has gone about this in the wrong way. The current changes make him very unplayable until he farms hard enough at which point he ults and kills the other mage. He cant play against AD mids. I think the course of action should be to turn him into a late game hypercarry. just like a vayne or nasus, but as a mage. I don't say kassadin because he needs one item and he is ready to face roll. What I list as the abilities here are what I think would be balanced. Here is his current PBE plan: http://boards.pbe.leagueoflegends.com/en/c/champions-gameplay-feedback/LKAEsmPM-veigar-changes-hitting-the-pbe-soon
So lets start with his passive. His passive needs to be changed, but is a great concept. I think in order to have a hyper carry, you need to make them have a very mediocre laning phase. Veigars lack of mobility and his only CC is also his only escape option, so it leaves a very clear window to gank him. But lets add another weakness into it.
Passive: Equilibrium For every 1% of his max mana missing, Veigar gains 0 +(0.005 AP)% mana regen
So the point of this is that Veigar will want to build up damage. the more AP he has, the more mana he gets back. So this will make Morellonomicon into Deathcap much better than taking the safe route. This will also leave him very squishy and capable of being popped making his positioning very important. Early game will make his passive next to useless. but late game he will not run out of mana when he hits 1000 AP. It semms reasonable to make the ratio to 0.005 AP % so that to he needs to hit his first two items to be on par with where he is now, but will still be crazy at hitting 600+ AP
Q: Baleful strike Passive: baleful strike deals the killing blow, Veigar gains 1 AP permanently. This is doubled for champions, siege minions, and large monsters. Additionally, when Veigar kills a champion, he will gain 1/2/3/4/5 AP permanently. Active: skill shot: Veigar sends an orb in target direction dealing 60 / 105 / 150 / 195 / 240 + (.7 AP) to enemies it contacts. Stops at the second enemy hit. Costs 40/50/60/70/80 mana. Cooldown 8/7/6/5/4
So the change here that riot implemented is great. skill shots allow counter play, but Veigar can get the double stack from his Q. however, I do not agree with cooldown or mana costs for this. 99% of Veigars will max this first. it can harass or give you free AP or both. well I want to redefine it as as opportunistic harass. As in, using it to kill a minion and another minion for 2 AP or kill a minion and hit the enemy champion for 1AP and some pressure. i want it for solely harass if you are poking late game or going in for a kill. I changed the mana cost to compensate for his passive change slightly. At level one, it is cheap, but if you plan on using it to Q farm, it will get more and more expensive. So this way it will reinforce mostly farming and only harassing at opportune times. Also makes it more important to kill two minions with a q, as missing it could an 80 mana mistake or delay your late game. At late game with 600+ AP, 80 mana will not be a problem because of how quickly he will regain mana from his passive. I also lowered base damage but raised AP ratio. this will hit harder later on, but during laning, you will really have to control the wave to get two minions with the q.
W: Dark Matter Drops a meteor on target location (within 900) after .75 seconds dealing 90 / 140 / 190 / 240 / 290 + (1.1 AP). Costs 70 / 80 / 90 / 100 / 110 mana. Cooldown 11/10/9/8/7 seconds (blast range is the same as on live)
Dark Matter needs a lower drop time there is no question about it. Without event horizon to stun someone, it is utterly useless besides clearing waves. and with the new q, you wont even want to use it for that. but now lets see what it does do. once again, its costs is quite high, for a reason. You can not afford to use this a lot during early game for harass. .75 seconds is enough time for someone to react, but maybe not run all the way out of in time, but with the lower base damages, its not as big of a deal. once again though, late game, this ability will hit as hard as ever. 110 mana is easily payable with having the much increased mana regen of a 600+ AP Veigar and the range makes it somewhat viable to be used to siege without being put in extreme danger, but still at risk.
E: Event Horizon At target location (within 700 range to the center), Veigar makes four walls around a center point that form a cross around the point is standing (like a '+', perspective is taken from Veigar's point of view)). after 1.50 seconds, the walls will rotate (at the center) 90° and remain for another 1.5 second before disappearing. Anyone touched by the center point or by a wall will be stunned for 1.0/1.25/1.5/1.75/2.0 seconds. Those hit by more than one wall will not be affected twice. Spell shields will be broken, but and render the player immune to being stunned by other walls. (the distance the walls cover are equal to the radius of the current event horizon. so each wall is 375 long) Costs 80/90/100/110/120 mana. Cooldown 18/17/16/15/14.
So i believe this is a great fix for the most broken ability of Veigar's. He should not be punished for landing his wall with great accuracy, but there needs to be counterplay if he misses. What we have here are a few things. First off, if you are directly in front of Veigar and he lands this stun, he will kill you. he will have enough time to drop all his abilities on you and burst you to kingdom come. There doesn't need to be counter play there because you should not be there if you are a squishy. the counter play is vision and positioning. However, if he hits you with his max range stun, he will be too far away to land his full combo, without flashing, before you are able to run away. but if he does snipe you with the max range stun and has his team there, it will allow play making and follow up. It will also give him some reliable CC rather than either the longest stun in the game or something any mobile champ can avoid. Now for the change in shape. A champion, such as Viktor or Xerath, that lacks the mobility to run out of Veigar's PBE stun will not be punished quite as hard with a missed stun here. If Veigar misses, they can simply walk out and away. or use their 1.5 seconds to stun Veigar back. or maybe both. because they are not surrounded by the stun, any champion can move out of it if not directly hit, thus allowing more counterplay. Before I get to the rotation part, I will discuss lowering the stun duration again. 2.0 seconds is still a decent time. 2.5 seconds is too much time. The event horizon duration will be the same, meaning if you use it to zone or cut off a choke point, it will still be there for 3 seconds total. I firmly believe it needed to have the stun time reduced at max rank in order for any other buff to occur to Veigar. Okay, so now the rotation. Veigar's AOE stun could win a team fight, and here it still can. if this gets dropped in the middle of a team, and they try to fight in it, the entire team will be stunned when it quickly rotates. however, if they can kite for 1.5 seconds and reengage, they will be fighting without the fear of an AOE stun. after the rotation, a tank with merc treads or tenacity could possibly just charge through it, and with the lower stun duration, maybe not get punished as hard for the risky move. but the rotation is to make up for not being able to encapsulate non mobile targets, spelling out their doom. If they choose to stay inside its range, they could be punished, but might not be if they read the situation correctly. EXAMPLE: Veigar misses stun on xerath. Veigar is low health and there is no one nearby to help him. Xerath charges Q and kills Veigar, but gets stunned by the rotation. He then walks away. no problem. EXAMPLE 2: Veigar misses stun on Xerath. Veigar is at mid health and has his jungle nearby. Xerath simply walks out of the stun and to safety, not getting stunned, but not dealing damage either.
R: Primordial Burst Veigar unleashes a burst of energy at targeted champion (within 650 range) dealing 125/275/425 (+1.2AP)+(.8 Enemies AP) damage. Costs 125/175/225 mana. Cooldown 120/100/80 seconds
This will be the smallest change of them all, really. It will be expensive for Veigar to use early on, but give him the slight positive he needs. It is not a skill shot, but deals massive damage, so it can't deal a whole lot early on, but eventually it will hurt like crazy, just like on live. With Veigar;s increased Q farm, I expect people to get to Higher AP values. by end game, thus making this skill be very delicate. I think this should be an ability that will make people respect Veigar in lane a bit, especially if his jungler is coming, but will not be overpowered until the late game. The scaling off the AP is important, because it keeps Veigar as a real counterpick to certain other champions, like Karthus. but make it risky for him to be first picked, else a yasuo or zed take advantage of his terrible early game and snowball. The base damage is reduced because of the extra AP farm, and the cooldown is brought in line so that with 20% CDR, after level 16, it should be up for all team fights. This move will also have low range, making it somewhat risky to go in with, compared to his other abilities.
So there you have it. I think generally, Veigar's base values should remain the same, as it is mostly his kit that needed changing. I think this would make him a lot healthier for the game. Instead of getting one kill and steam rolling the rest of the game, he needs some serious help to survive and farm early on, but around level 18, he will be a true monster. Let me know what you think and what could be changed.
Thanks for your time. I love Veigar and would enjoy seeing him in a healthy spot ^^
Edited because typos