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Evolving Technology

JustANobody··6 votes·1,181 views

History and Overview

About two years ago, Solcrushed created a thread concerning Viktor and asked the community what they enjoyed and disliked about this champion. The general consensus was that Viktor is an overall healthy champion, but his passive ability, Evolving Technology, is lacking in the late game where it is not up to par with other late game items, but cannot be sold to make way for a more appropriate item. A vote was taken and the community agreed that the best way to remedy this would be to allow Viktor to combine augments. Unfortunately, this caused some technical problems in that doing this would require a fair amount of redundant coding, multiple identical items, and just general headaches for the Riot team. Since this time, all talk of tweaking Viktors passive has gone dark. What I am proposing is the ability to combine augments without the worry of technical issues, make Viktor's game play reflect his theme more accurately, and overall, provide a more satisfying late game experience for The Machine Herald while mechanically keeping him identical to his current iteration.

Passive - Evolving Technology

Viktor starts with a Hex Core that provides him +3 Ability Power per level and will provide extra effects to each of his active abilities once requirements are met. Once all requirements are met, the Hex Core can be upgraded in the store. The Hex Core cannot be sold. Requirements are as follows:

  • Upon securing (X) objectives (towers, inhibitors, capture points): Power Transfer increases Viktor's Movement Speed by 30% for 3 seconds.
  • Upon obtaining (Y) champion assists: Gravity Field has an additional 30% cast range.
  • Upon obtaining (Z) champion kills: Death Ray sets fire to enemies, dealing 30% additional magic damage over 4 seconds.

Hex Core + 3000 gold = Chaos Core

  • Health: +220 hp
  • Health Regen: +6hp/5
  • Mana: +200 mp
  • Mana Regen: +5mp/5
  • CDR: +10%
  • Ability Power: +45 ap
  • UNIQUE Passive: Holds 1 charge and refills upon visiting the shop. Charge is consumed upon use of Chaos Storm and provides +30% area of effect and maximum movement speed regardless of proximity to Viktor.

Reasoning and Explanation

The first big change that jumps out is ability augments are achieved by meeting benchmark conditions in a manner similar to Rengar's Bonetooth Necklace as opposed to buying them. This allows the combination of augments while maintaining a single item and avoiding redundant coding.

The second is that stat increases are no longer tied to the ability augments, but rather to the upgraded Chaos Core which unlike the ability augments, is bought at the store. I believe that this will provide a healthier experience than a sudden influx of stats after achieving a certain benchmark on the battlefield and without having to spend any money.

Lastly, in an attempt to keep with Viktor's intended theme of improving his machines, The Chaos Core would give Viktor's Chaos Storm help in the area that it needs it the most: sticking to targets and continually applying it's DoT. However, it would only consistently provide this upgrade if Viktor can find the time to return to the shop between uses meaning that he would not be overwhelming in prolonged sieges.

Anticipated Arguments

Q: Won't this change have an adverse effect on Viktor's laning phase; an area where he already struggles?

A: Yes and No. He'll definitely see a drop in raw power during the laning phase especially as a burst mage due to the extremely cost effective stats that are provided by the current Death Augment, but keep in mind that Viktor will also have an extra 1000 gold that he would normally be spending on an augment during the laning phase to spend on other items while gaining the ability to secure an ability augment for no cost. It should also be noted that at the moment, an early 2 kills is usually all that Viktor needs in order to secure a mid game in which he can burst down carries with almost no method of counterplay from the carry which, as much fun as it is, is a rather extreme amount of snowballing which Riot has made clear is a form of toxic gameplay that they are trying to combat.

Q: Won't this make it difficult to ensure that the proper augment is achieved first for the particular role that Viktor is playing in any given match?

A: Yes, it probably will. It's very possible that a mid lane burst build would get his gravity augment first due to acquiring more assists than anything else, or a top lane bruiser build would get the death augment first for acquiring kills, but this would in no way set the player back, I believe it would simply encourage a form of teamwork to make sure that Viktor is getting what he needs early on in order to more quickly fulfill the role that is intended e.g. the jungler allowing the apc to secure kills, the support locking down targets and securing kills for the adc, and the bruiser pushing the lane and laying siege to objectives. Viktor is a high skill cap champion, and I believe that this will emphasize that while rewarding plays that fall in line with whatever role he may be in.

Q: Why is there only one upgrade that doesn't seem to emphasize any particular role rather than three different branches that support each role individually?

A: The Chaos Core is meant to be a late game item, likely the last item purchased, that provides a boost to Viktor in every facet. In my experience, Viktor falls into the same role during late game no matter which role he started in. This being providing a strong teamfight presence through multiple AoE abilities and strong disengage, while not necessarily needing to pick up any of the kills. I believe that combining all of the stats into one will help Viktor to apply the unique teamfight presence of each individual augment at the same time which will open doors to new and exciting plays.

TLDR Summary

Viktor's passive is currently the only one in the game that actually ends up holding the champion back. By late game, the stats given by the Hex Core are much lower than any other late game item, leaving Viktor to fall behind the rest of his teammates and enemies and without the option to sell it to make room for something more appropriate. I propose to remedy this by making his current Power, Gravity, and Death ability augments obtainable by securing a benchmark number of objectives, assists, and kills respectively. Once all of these augments are obtained, the Hex Core can be upgraded at the store for 3000 gold into the Chaos Core which gives all of the current stat boosts of each individual augment plus boosts his ultimate ability's potential. I believe that this will solve current issues with Viktor while maintaining all of his current mechanics, improving the execution of his theme, maintaining his current skill cap, and opening new doors for possible plays.

12 Comments

RasCaelestis2 votes

Interesting. This has potential, though I think it could use some work or more in-depth analysis. I like the idea of X objectives activating Y Core, but I think maybe instead of automatically selecting one based on what happens, you could pick which Augment to get, similar to Kha'Zix.

I like the idea, but I'm also considering this as someone that really likes Dominion. I don't know how it would work there, unless capping X points activated the Core. That's the main objective of Dominion, but if you go running around capping points, you lose opportunity getting kills (not really important in Dominion, but with this Core it's almost mandatory).

JustANobody3 votes

Part of the reason that I put the X, Y, Z placeholders in this proposal was because I knew that requirements would have to shift depending on the map. Dominion requirements would probably be higher especially in the case of capturing objectives given the frequency that it happens in this mode, but on maps such as The Howling Abyss, objective requirements would probably be lowered due to a total of four towers and one inhibitor while assist and kill requirements would probably need to be raised due to the sheer amount of team fighting going on.

As for a Kha'Zix-esque mechanic for Viktor's augments, this idea has also been thrown around in the past, but some of the more elitist Viktor players get bent out of shape about the idea of him having almost a carbon copy of another champion's mechanic. It's certainly doable, I just wanted to avoid any of those people raging at me like I've seen in other threads :P

RasCaelestis1 votes

Heh. I see what you mean. I used to be one of the "No, don't give him Kha's thing!" people, but I'm getting to the point where ANY change/upgrade sounds good. I am not saying "Get X Core at levels 6, 11, and 16" like Kha, but when you finish Y Objective you can choose X Core. I just used Kha as an example because of his similar evolution mechanics.

Softlemonade3 votes

There's a lot to be learned from other champions. But it seems to me that any big tweaking would first require looking at what the fantasy of an evolving Viktor means to players. Do players want the free to follow divergent paths of evolution to take Viktor as far as possibly in any of a number of directions, or do players want flexibility in which route they take to a single ultimate evolution of Viktor?

For at the former route, I'd look at Udyr. Specifically how he has 18 points to distribute among 20 possibly ability upgrades, with his ultimate brought down to roughly the scale of the rest of his kit. If you tied the Hex Core's stats into how many points Viktor has put into his abilities, then the core would evolve throughout the game as the player makes small decisions about what best suits their situation and how they want to play Viktor in that game. Purchasing the upgraded core would give more freedom to evolve the stats organically rather than rushing toward core-upgrading objective. I don't know whether it would be best to keep the core in an item slot or make it a trinket and investing more of his abilities' potential into that to balance out the extra item slot. I suspect that if this sort of concept was implemented, it would be far easier to balance it as an item than as a trinket.

Looking at the Ultimate Viktor route, Syndra's passive comes to mind. Core upgrades could be tied into maxed abilities. That would keep the upgrades spread across a level 9/13/18 pace at best. How to implement the upgrades themselves, I have no idea. No truly elegant solution comes to mind.

I could get excited about either one, but it seems to me that buckling down on one branch of Viktor's evolving fantasy would go a long way toward settling what to do with his passive.

Manchette1 votes

They could put Viktor's passive item in on his trinket slot, similar to Regnar's Bonetooth Necklace. It activates as his Q, right?

JustANobody1 votes

The problem with this is that he would get stats from his passive plus from a full build. It would probably unbalance him. Currently, you upgrade your passive once to augment one ability and then you're done without the option to sell it back.

BattlecastPeanut2 votes

But the thing is, his augments are underpowered to begin with, so by your logic, it would indeed balance him out and make the passive an atucal passive instead of an extra item, but no passive at all

JustANobody1 votes

Perhaps moving it to a trinket slot wouldn't overpower him, but another issue would be the fact that there would need to be three versions of the Hex Core and each augment resulting in a total of twelve trinkets just for Viktor. Not to mention that none of these can be sold back to the store, so switching trinkets would be impossible.

BattlecastPeanut1 votes

With all honesty, I know the absolute best way to do things right. in fact, Solcrushed already tried it just for fun! Talking about upgrading an augment twice. There was an image leaked a long time ago which showed a map of, for example let's take item 3198 for some extra gold it would be ''Chaos Death'' Giving a few extra numbers and an additional effect to the Ult. Why leave one ability without evolution am i right? But this won't mess up the shop with countless items, It would give that additional support to hang in there late game and It would truly be unique and reflect on the GLORIOUS EVOLUTION. That was the whole point of Viktor being introduced to LoL, he had the most unique passive and he still should! If i understand correctly you just want to rip off Kha.. (I find it funny that they give Rengar 20 items in the shop, but if viktor wants to merge his there's too many. Viktor would have...10?)

Dax Ayrton1 votes

I've thought about this problem, and maybe the solution isn't drastically changing Viktor's situation. Let's see, each of the possible augments for Viktor upgrade one of his skills, but some may say this "upgrade" isn't worth the item slot, and that they much rather have some item of his core build. What if the augment were a better version of the core build, so as to not make that sacrifice?

Augment: Death could be a version of Liandry's, giving AP and MPen. Liandry's UNIQUE passive would have a name, and Death would share that name, but the passive itself would have better numbers than Liandry's burning.

Augment: Gravity could be a version of Rylai's, integrating the slow, the cast range, health and AP.

Augment: Power is more difficult to associate to an item. It could be Abyssal Cepter, or even Rod of Ages.

JustANobody2 votes

Yes, This was another option that Solcrushed pitched roughly a year ago. He also suggested having abilities gain new effects such as Deathray sweeping back over it's original path a second time. There have been a lot of ideas, I'm just suggesting this one because it follows the community's desire to combine augments, but I would also be perfectly happy with your solution.

Frankly, I'm just trying to garner some sort of red attention in hopes that we can finally get the ball rolling on a two year old problem.

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