Varus Q buff

TheDevice··1 votes·899 views

How about the first enemy champion varus hits within 500 range is knocked back 1 teemo unit.

Or that the first enemy hit within 1/2 the range of the shot (460 min - 810 max) is knocked back

Or keep it at 500 and increase the knockback range the longer you channel. (1 - 3 knockback range)

6 Comments

TehNACHO1 votes

Is there any particular goal for this change? What problem are you trying to fix?

It seems you are trying to load Varus with far more safety, but I think you're looking at it all wrong. Varus is primarily used for his combination of Siege potential ala long range max charge Qs and his raw Utility in his Ultimate. If there's a massive threat to Varus within 500 units of him, he's already outside of his niches that he's supposed to be fighting in; it's only natural that he's got massive flaws in this area (in this case, the inability to really peel someone off if they're already on top of him).

I recommend that if you are trying to make Varus a safer champion from those who dive him, focus primarily on his Q's sieging potential and his Ultimate's snare first before you try to recreate who he is as a champion.

TheDevice1 votes

{quoted}

Is there any particular goal for this change? What problem are you trying to fix?

It seems you are trying to load Varus with far more safety, but I think you're looking at it all wrong. Varus is primarily used for his combination of Siege potential ala long range max charge Qs and his raw Utility in his Ultimate. If there's a massive threat to Varus within 500 units of him, he's already outside of his niches that he's supposed to be fighting in; it's only natural that he's got massive flaws in this area (in this case, the inability to really peel someone off if they're already on top of him).

I recommend that if you are trying to make Varus a safer champion from those who dive him, focus primarily on his Q's sieging potential and his Ultimate's snare first before you try to recreate who he is as a champion.

Is it really recreating him as a champion though? Its not his identity thats an issue its the state of the game.

If the game is favoring adc's with a larger safety net this would make him fit a bit more in the meta.

And actually I had already made a suggestion a while back that was similar to this.

I suggested the first enemy Varus hits with his R should be knocked back.

This not only gives varus more control over snaring more enemies but also gives him that little nudge of safety he might need in the current state of lol (which i dont see changing any time soon).

The Q would be a more accessible version of this but the knockback would be less pronounced and is conditional.

As a good comparison (I think awyway) Ashe has several means to kite enemies trying to dive on her. She has her passive, her W, and R. This is also why Ashe has probably been seen more in msi and pro play in general.

MunchCrunchLunch1 votes

make his %health damage with his passive and abilities scale with ad instead of ap so you can play him more usefully as an ad caster rather than simply just an arrow bot

BeatzBoyFTW1 votes

Varus is meant to be a constant late game poking champion. As long as he can spam his Q non-stop, he's fine as it is.

TheDevice1 votes

As a good comparison (I think awyway) Ashe has several means to slow enemies trying to dive on her. She has her passive, her W, and R. This is also why Ashe has probably been seen more in msi and pro play in general.

Furthermore, even jhin has more safety. He has a slow trap, a snare, built-in movement speed, and his ult slows.

Furor Nexis1 votes

Varus is a literal Feast or Famine kind of champion. He's strong when fed, but if stalled or stomped on, he does not succeed in-game at all. Being rewarded with him requires you to make a couple of risky plays that might end up putting you closer to enemies, and considering he's an immobile hybrid caster there's a lot of risk/reward with him.

I main the guy and I can tell you this: His Q is powerful enough, trust me on that. It doesn't need a knockback. It just scales disgustingly well when you're ahead and have a couple of power items. Especially during your third point into it. Thats when it starts chunking fuckers, and that's without popping stacks. Even then, he's a sitting duck during the Q charge up, you have to predict where your enemy will be when the shot hits them and then if you want to really ruin their day it needs to be a direct hit, popping stacks, or it's kinda mehhh.

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