Veigar Gameplay Changes (WARNING: Wall of Text Inside)

Meep Man··3 votes·2,414 views

http://icons.iconarchive.com/icons/fazie69/league-of-legends-gold-border/512/Veigar-icon.png

CHANGE LIST

Stats Base Health- 493 >>>>>> 460 Health per Level- 82 >>>>>> 74 Base Armor- 22.55 >>>>>> 20 Armor per Level- 3.75 >>>>>> 3

Passive- Equilibrium Removed Old Effect NEW EFFECT: Veigar now gains 2/3/4/5 AP whenever he kills an enemy champion. Upgrades at Levels 1/6/11/16 NEW EFFECT: Veigar will now taunt the enemy in their "death screen" after they die

Ability 1- Baelful Strike Old Passive Removed NEW PASSIVE: Veigar's mana regeneration is increased by 1/1.25/1.5/1.75/2% for every 1% missing mana Maximum Targets Hit- 2 >>>>>> 1 (Now counts as single target ability) Damage- 80/125/170/215/260 (+60% AP) >>>>>> 90/135/180/225/270 (+75% AP) Ability Power Gain per Kill- 1 (2 for large units) >>>>>> 2 Cool Down- 7/6.5/6/5.5/5 seconds >>>>>> 8/7/6/5/4 seconds Mana Cost- 60/65/70/75/80 >>>>>> 75/80/85/90/95 Range- 950 >>>>>> 1050

Ability 2- Dark Matter Range- 900 >>>>>> 1250 AP Ratio- 100% >>>>>> 90%

Ability 3- Event Horizon (Breathe and trust me for a minute with this one, I guarantee if you make it past the first part, you will know why the following was done) Stun Removed (Breathe) NEW EFFECT: Enemy units that enter the ring are trapped. If they touch a wall of the ring WHILE INSIDE THE RING, they will teleport to the opposite end. This includes if they use dashes. This ignores if the enemy is untargetable or not (TAKE THAT FIZZ) NEW EFFECT: If Veigar touches the ring walls from the outside, he will teleport through a portal to the opposite side of the ring, but be slowed by 65% for 4 seconds afterwards. This can only happen once per cast. NEW EFFECT: Enemy projectiles that enter the ring are also trapped, teleporting to the opposite side of the wall if they touch it from the inside. If a projectile attempts to teleport more that once, it will be destroyed instead. Summarized, a projectile can only touch a wall once and if it touches a wall a second time, it will be destroyed NEW EFFECT: The spires of the ring each have 1/1/1/2/2 health, being damaged by 1 per basic attack and cannot be damaged by spells. The spires cannot be targeted by turrets. Once at least 3 of them have been destroyed, the ring will instantly disappear (the ring has 5 like a pentagon) Delay- 0.5 seconds >>>>>> 0.75 seconds Duration- 3 seconds >>>>>> 4.5 seconds Mana Cost- 80/85/90/95/100 >>>>>> 90/95/100/105/110 Cool Down- 18/17/16/15/14 seconds >>>>>> 25 seconds Range- 700 >>>>>> 625 AoE Radius- 375 >>>>>> 350

Ultimate- Primordial Burst NEW EFFECT: Now has a channel time. If used within the first 1.25 seconds of the channel time, it will be a single target ability. After 1.25 seconds, the ability will become area of effect and the area of effect will slowly grow to extreme sizes, ranging from a minimum of a 100/125/150-radius at 1.25 seconds to a maximum of a 450/500/550-radius after channeling for 5 seconds. The ability will also gradually cost more mana after channeling for more than 1.25 seconds, ranging from 100 mana at 1.25 seconds to 250/275/300 mana at 5 seconds. After 6 seconds or if Veigar is interrupted, the spell will automatically cancel and the cool down will be reduced to 15 seconds and no mana will be consumed. If Veigar cannot afford to charge it anymore due to mana, it will automatically cast. For example, if Veigar only has 150 mana and the spell will cost more than 150 mana after charging for 2 seconds, it will automatically cast at 2 seconds of charging NEW EFFECT: The target of the move is now indicated by a glowing purple/green circle (or a circle of floating 1s and 0s if Final Boss) around them, depending on the skin (purple for base and other skins, green for leprechaun Damage- 250/375/500 (+100% AP) (+80% of the target's AP) >>>>>> 275/350/425 (+120% AP) Range- 650 >>>>>> 525 Projectile Speed- Reduced by around 50%~ NEW EFFECT: Projectile speed is tripled after traveling through Event Horizon walls Cool Down- 120/100/80 seconds >>>>>> 145/135/125 seconds NEW EFFECT: For every champion killed, the cool down is reduced by 10 seconds AoE Radius New- 100/125/150 to 450/500/550 Mana Cost New- 100 to 250/275/300 mana NEW EFFECT: After channeling for 5 seconds, this spell be stop moving instead of being destroyed by projectile destroying moves, then proceed when the projectile blocking move wears off or moves out of the way

After doing research on Veigar and ACTUALLY ASKING SOME VEIGAR PLAYERS THAT I HAVE PLAYED WITH WHAT THEY LIKE ABOUT VEIGAR, I have come up with the above massive change list. So... the current issues of Veigar.

  1. His general contribution to team fights rely on his E, which is a very hard to balance part of his kit since delays can make it terrible against a team of mobile characters but having it instant provides little counterplay to Veigar's burst
  2. Veigar can feel very oppressive if you happen to be AP
  3. Veigar is either stomping or useless, mainly based on what the enemy team builds So, knowing these issues...

EXPLANATION Stats I first looked at Veigar's stats. If Veigar is to be the ultimate master of evil that he was born to be, he would need to be the like. However, a fews elect bits of his stats don't reflect what he is at all. "Evil Yordle Glass Cannon". There's two things in there that scream "I am squishy" and two things that scream ", but I deal damage so watch out." Veigar is a Mage so buffing his attack damage is useless to helping this. However, nerfing his tank stats was what seemed to be the correct path to helping him be the "Evil Yordle Glass Cannon" that he was born to be. I looked and his health, especially per level, was actually half way to "Damage Heavy Fighter" status and that just couldn't be. So, to be able to shift around more power, I actually severely nerfed his health per level down to 74 from 82 and slightly reduced his base health. Then, I looked at the only other defensive stat that can be changed on a ranged character (since Magic Resist is always 30 and no per level on ranged): armor. Veigar actually gets more armor per level than most Fighters in the game, boasting a huge 3.75 armor per level. I reduced this to the Mage-average of 3 armor per level and reduced his base armor to 20. This was all that could really be done in base stats since he already has a decent mana pool AND regeneration.

Passive In my eyes, a passive should be an easy way to see the true identity of a character. Look at all other champions in the game and their passives accurately reflect their characteristics. Tristana's range bonus reflects her commando status, Caitlyn's Headshot shows off her sniper feel, and Irelia's tenacity bonus shows her will to resist in times of hardship. Veigar is an evil mastermind and his passive makes him look kind powerful sure, but EVIL!? No. So, I switched around his current Q passive and his current passive to better reflect this. Not only does this benefit him character-wise, it also makes his power curve much more healthy by better reflecting his late game monster phase. That's right, you are now evil on the cover Veigar! Also, the "Taunt in death screen" part further reflects this. Only Veigar would taunt you past the grave. TO SHOW HOW TRULY EVIL HE IS!

Baelful Strike Remember how Riot said in the Veigar "rework" that they wanted to reduce some of his base power by doubling his AP from his Q? Well, that actually didn't happen. Veigar now, instead, simply is able to farm a minion wave a little quicker. Since minion waves didn't get sped up, he is now instead just getting the limited amount of AP per minion wave quicker now than before. HOWEVER, I agree that making the skill shot was a shove in the right direction to make Veigar less oppressive. So, I still make it a skill shot, but make it only hit one target. "But that reduces Veigar's contribution in a fight, a problem you stated above." Well, as Veigar, the way he plays makes you really just focus down one target at a time. Therefore, making it single target and giving it +10 base damage (+15% AP Ratio) makes him able to kill his assigned target quicker to move on to the next target. NO BREAKS ON THE KILLING SPREE! Not only does it accomplish this, but this also helps him with his passive farming AP boost. SPEAKING OF WHICH, Veigar now actually gains double the AP boost per kill. "THATS CRAZY YOU KNOW THE DAMAGE HE..." I know, I took that into consideration no worries... I also made it to where it no longer doubles on large unit kills so he doesn't get stupid amounts of AP per champion kill. Oh yes, i nearly forgot, I switched the passive and Q passive. I found it to be a lot better to have the mana regeneration passive on his Q since if you max Q you will probably be wanting to farm/harass a lot, so maxing it will now also increase your mana regeneration. At Ranks 4 and 5, the passive is actually stronger than the old passive. Why? Scroll down to the ultimate changes and you might be able to see. Not to mention his mana costs have actually went up overall in compensation. To quickly summarize the rest of the changes, mana cost increase due to the new passive, cool down increase so Veigar has to focus on killing his targets AND the fact it's much better harass now, and longer range since it is now single target and this will allow it to be at about the range of other single target skill shots that don't have any utility, just damage (do those exist anymore?).

Dark Matter Veigar's premiere siege tool, this spell was actually pretty bad as a siege tool. This spell has very few changes so this will be short. The range has been considerably boosted to help Veigar to siege towers, especially with his much squishier health and armor. However, the AP Ratio has been reduced, although the bonus damage from the AP Ratio should be about the same as live with the new Q change.

Event Horizon THIS IS THE BIG ONE! AS SAID ABOVE, BREATHE AND HEAR ME OUT! Veigar's current E is very hard to balance since with a delay, it is made useless by mobility. Without a delay, it is an instant AoE 2.5 second stun that can make team fights feel so one-sided, a fed Vayne would be the least of your worries. So, the spell HAD TO BE HEAVILY CHANGED TO BE ABLE TO FURTHER BALANCED! Therefore, THE RING NO LONGER STUNS ENEMIES! BREATHE! Alright, now hear me out. The spell's entire purpose was a cage that Veigar could use to mess with those pathetic enemy champions. So, I made it an actual cage. At the cost of a slightly increased delay, range, and mana cost among other things, the spell now is inescapable for it's duration if you are trapped inside unless you have a Teleport that doesn't require a projectile (Ex. Zed's W is actually a fast a projectile that, once it has completed it's travel, becomes the shadow and can be teleported to). Those spells include Talon's E, Katarina E, and Kassadin R to name the most notable Middle Lane ones. If the enemy walks into the ring, they teleport to the opposite wall. Sort of like a "Never Ending Staircase" effect. Projectiles that touch the ring will teleport once and, if they touch the wall again, will be destroyed as if it touched a Yasuo Windwall. "Then why should I pick Yasuo?" Because his is instant and doesn't have a mana cost AND instantly destroys them. STAY FOCUSED! Veigar himself, if he touches the outside of the ring, will teleport to the other side and be slowed afterwards. This allows Veigar to attack from more than one angle while his "prey" is inside the cage so moves like a Yasuo Windwall, Braum shield, and other such effects from completely shutting him down. HOWEVER, doing this will most likely put Veigar, now much squishier, in a much worse position (probably within the enemy lines) and SLOW HIM BY A LOT for an extremely long duration. This also makes the spell much worse as a mobility spell and keeps the real purpose of the teleport at hand (quick reposition and not a teleport, although it could be in niche cases. It would still be a really weak teleport). Finally, what if you are a champion trapped inside. What can you do? Well, it's time to show how much of an actual boss fight this will feel like. The spires, the ones in the ring yes? They are now attackable like wards meaning spells won't damage them. For early game, one basic attack will knock down each of them so 3 basic attacks will get you out. Veigar won't make this easy however since his Dark Matter can be a good zoning tool for the spires themselves. Come late game, however, they will take 2 hits so escaping could require a teammate to help you get out as quickly as possible. Once 3 spires are destroyed, the ring collapses from lack of energy. This instantly removes the "cage" around you. Now you can go smack that annoying Veigar in the face for doing such cruelty to you. To get to the last couple things, the AoE radius has also been reduced to provide Veigar with an easier targeting area while also giving his opponent enough room to move around to avoid a Dark Matter. The cool down has also been decently increased so Veigar isn't just spamming cages in your direction every couple of seconds. Can you imagine Veigar having this spell on a 8.4 second cool down? YEAH NO! Now the minimum cool down (with 40% CDR) is 15 seconds, technically having a 10.5 second down time since the cool down starts on cast and not when the cage disappears, the down time being increased if the cage is destroyed early. Not to mention, on average, getting 40% CDR on Veigar is pretty costly to your offensive potential. Alright, it's over... well actually not yet. There is still one more decently big change coming up next, but I can understand if you need to take a break from the sheer amount of information. Get a cup of water or something before continuing. Hehe... but seriously, consider this a save point, because up next is the boss. The ultimate...

Primordial Burst We are making Primordial Burst a Primordial Burst. The big boom! The ultimate finishing move. Once Veigar starts channeling this, its do or die. His enemy must interrupt him or suffer super AoE burst damage. Even a Yasuo Windwall can't block this move after Veigar has channeled for 5 seconds, only buying some time. Once Veigar gets you low enough, prepare for pain! Alright, acting serious, this is what I meant from the boss. This will significantly bump up Veigar's team fight power AS WELL AS REMOVING HIS AP COUNTER STATUS! "This seems like a really big and basically too much of a buff to Veigar." Maybe, maybe... except you might not have seen the range change. That's 525 units, just over Teemo's basic attack range (TAKE THAT TEEMO). Anyone with a brain could see this coming since this is one of the only reasons for Veigar to even come close with the range changes to his other abilities. He will cage you and use this. Almost every single form of hard crowd control has more range than this ability, so Veigar will be forced to time this perfectly if he wants to make use of the AoE. If not, he will be forced to do what he has been doing for a while now send out a poof of damage, which has been slightly increased early game and changed late game, being more dependent on AP farm to deal as much damage. This IS the Primordial Burst you are looking for. I also made it more rewarding to kill people with with a cool down reduction for every unit killed. However, the longer you charge, the more mana it costs. If you would not be able to afford it past a certain amount of charge, it will automatically stop charging and be cast. This is the new Veigar Primordial Burst.


Thank you for reading and, all those Veigar mains out there, I would love it if you could reply and tell me about what you think. Also, please read the whole thing before you downvote or upvote, because thats not helping anyone.

EDIT 1: Changed the cool down of Q to 8/7/6/5/4 seconds and removed the cool down reduction on kill. Removed AoE Radius reduction on W and reduced the AP Ratio nerf to 90% from 85%. This is in reply to @Prospector Pete's criticism, but I couldn't go through with all of it because a.) I won't be completely removing certain aspects unless multiple people want it removed (I mean MULTIPLE) and b.) adding back the two target hit on Q would actually make his Q farm AND harass early game to get absurd.

6 Comments

Meep Man1 votes

I forgot to mention this in the post, but if it isn't obvious, every Veigar player wants the 80% of opponent's ability power thing on Veigar's ultimate removed for more power to the spell without it. So... you know. Riot, if it isn't obvious.

Prospector Pete1 votes

As a Veigar enthusiast, I can not agree with most of these changes.

Passive: When I saw this I was like "Aw cool! He has it on his passive!" Q: I like the damage increase and the 2 AP per kill, but I simply cannot agree with the increased cooldown and one less target hit. W: This ability doesn't need a nerf. E: This ability seemed cool, but I like his current E better. R: ^^

Meep Man2 votes

[{quoted}](name=Prospector Pete,realm=NA,application-id=3ErqAdtq,discussion-id=z264mZiV,comment-id=0001,timestamp=2015-08-16T00:06:49.727+0000)

As a Veigar enthusiast, I can not agree with most of these changes.

Passive: When I saw this I was like "Aw cool! He has it on his passive!" Q: I like the damage increase and the 2 AP per kill, but I simply cannot agree with the increased cooldown and one less target hit. W: This ability doesn't need a nerf. E: This ability seemed cool, but I like his current E better. R: ^^

Noted. I didn't expect someone to like everything though. I will edit it to help the abilities and fine tune them, but I don't have the time to and I think it would be useless to remove certain modifications from this. Thanks!

SirPacifista1 votes

I think that your ideas are far better than the current Veigar, since he is right now just not a good champion (if anyones says else, i dont care, take your opinion and shove it in your ***).

The Synergy between Veigars abilities was his strong point before the "compensation", it was all about positioning, buying items to counter the enemy (Yes Veigar needed to do that at higher elo) and landing everythin PERFECTLY and in the right order and still be able to flee.

I have to say that you have quite the few interesting ideas considering his abilities.

If i may i would like to make a few suggestions on my own.

The passive is very good.

His Q should be changed so that he is able to harass people who are behind minions, since that is normaly always in the laning phase. His old Q was perfect for that. If it has to be a skillshot than it should like this

"If Q hits an minions, it will change to a projectile which ignores minions and can only hit enemy champion"

This would COMPLETLY make his ability fair for use, since Veigar doenst have the freedom to position himself freely because of his limited movebility. (and with that i mean that he would die if he comes too close to the enemy and that his E is his only escape)


I would like the W to be changes so that it has a higher radius OR a faster proc, but in excange for more cool down. Like this

Ability 2- Dark Matter Range- 900 >>>>>> 1250 AP Ratio- 100% >>>>>> 90% 1.25 second delay >>>>>> 0.65 second delay 10 / 9.5 / 9 / 8.5 / 8 CD >>>>>> 14s CD

because you will never hit somone with something that has 1.25s delay if they aren rooted by any means (at least if they are good players). And the higher CD would compensate for the lower delay.


Your idea with his E is very interesting, but i would like it to have more synergy, like the old one. Also the exeption of Kata, Zed and Talon would be pretty big. They would be able to completly ignore your stun, since they can blink over it. Also would flash always work which would make Veigar a prey for anyone who has flash up.

I know his old stun was "gamebreaking" as many people (?!) said, (4 seasons ok, but now that DFG is gone lets fuck this guy up) but i believe that a slight change would have done the job far better than it is right now. For example

Ability 3- Event Horizon

RANGE: 700 / 375 COST: 80 / 85 / 90 / 95 / 100 mana ---> 150 mana COOLDOWN: 18 / 17 / 16 / 15 / 14 ---> 20 Stun Duration: 1.5 / 1.75 / 2 / 2.25 / 2.5 0.5 s delay --> 0s (still 0.25s cast animation like before the compensation) Lasts 3 seconds ---> Lasts 1 s

Active: Veigar forms a cage around the target area which lasts for 1 seconds, knocking down and briefly stunning enemies who pass through its edges.

This would result in Veigar beeing far viable in higher elos, since nobody gets hit by a delayed stun which is so easily dogeable (with abilities, running, flash or just ITEMS item 3222 item 3139 item 3102 item 3140 and it wouldnt depend on the enemy beeing too stupid to stop running straight in he stun or them beeing rooted in any way before hand. Then you would need skill to stun them, since the wall doenst last long enough.

Your R is quite interesting and well-thought-out, but you forgot one thing, you are far too squishy to channel an ability with Veigar.

R should become a skillshot yes (many people are crying about it beeing op, (even though 99% of these people are building glasscanon ap and are too stupid to know why Veigar could kill them with q+r) but it should be thrown instant and have a small aoe radius to compensate for the skillshot.


all in all i would still say that your gameplay changes are thought out and that you did a good job mentioning this theme, since most people are strongly against a change for Veigar (some even say that his new E is better than is old, but let retards be retards).

So, nicly done.

Hyranoune1 votes

Now make veigar cage really stun champ like yasuo how physically dash out of the cage. Flash is ok as it's not "really" going through the wall, but yasuo DO dash trough it.

Meep Man1 votes

Wow this is really old

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