Fixing the issue with Spell Vamp. Aka Vlad Rework
Right now I think that we all know that there is one reason why Spell Vamp as a stat, is in a bad place. Spell Vamp suffers from a double edged sword. Either too good, or awful. With
, Spell vamp has be in a bad position for Vlad to be somewhat balanced. And then they nerf Vlad. Which sucks. As a relic of poor S1 design. I feel that in order for Spell Vamp to be buffed. Current Vlad has to go. So boom Rework. (NO NUMBERS)
New resource system: Plasma. Maximum plasma is equal to 20% of Vladmirs Maximum HP. Auto attacks grant 5%/6%/7%/8%. Bonus doubled against champions. Increase at 6/11/16
Abilities cost plasma if avaliable. Elsewise, they drain health.
This creates two distinct playstyles. Tank Vlad, who can cast spells frequently, at no cost. Reducing reliance on spellvamp. And AP caster Vlad, who will use spells often, and will use health more often than he does plasma.
Passive: A percentage of Vlads maximum Plasma is converted to Ability Power (8%)
Allows Tank Vlad to be a bit more powerful. Not much use for Caster Vlad. 31 AP with no items/runes/masteries
Q: Transfusion
"Hemorrhages the target dealing X damage and returns a tide of blood to Vladimir. Vladimir can recast this ablity within 3 seconds to use plasma to heal himself equal to a percentage of the damage dealt by Transfusion. If Vladimir has no plasma, this ability will only deal damage.
Gets rid of the obnoxious lane presence that he has that forces his Q to be weak early. His lane sustain allowed him to constantly be in lane with full health, and usually the only way to kill him is excessive poke, or strong all in. Annoying, and had to go. Now he has to manage plasma. He can now poke, deal damage. Or choose to use the heal. The latter should cost alot of plasma, so there is a conscious decision, whether to make use of the heal, or to save plasma for farming and harassment. Much healthier to play with, as well to play against, Since forcing him to use his heal, will mean he will have to use health to farm the minions.
W: Sanguine Pool
Vladimir liquefies himself, becoming untargetable deal damage over 1.5 seconds, as well as slowing all enemies within the pool , and increasing Vladimir’s movement speed by the same amount.. If enemies are within 150 range of Vladimir when he resurfaces, they are pierced in the vitals, making Vladimirs next spell slow the target by 25%.
Currently, the only use that his W has is to escape. Its massive health cost, and its mediocre damage mean that its not a good all in skill. By giving it a soft CC attached to it, it reinforces the idea of him being a skirmish caster, and gives him a chance to deter attackers waiting for him to resurface. The consequence here, is that I reduced the untargetable time, to reduce its overall power.
E: Blood Helix
Vlad releases a wave of blood affecting all targets in an area in front of him. If Vladimir recasts this ability, he can pull the wave back towards him, dealing damage again and granting a stack of Adrenaline if it hits an enemy champion. Each stack of Adrenaline grants Vlad a decaying Movespeed bonus, and decreased cooldown on this ability.
*Can be cast while moving
Max stacks: 3
E is in a weird spot. It has alot of invisble power, because it deals scaling damage, and increasing his regeneration. Making him deceptively powerful against people who think that they can all in him. It also makes farming against him painful, because as soon as you get close, you get this autohomed blood clot straight to the face. The change here? Skillshot. Reward? Decreased cooldown, and a decaying Movespeed buff. This increases his skill floor, and in return, gives Vladimir a chance to outplay his opponent rather that outheal them.
R: Hemoplague
Vladimir summons a virulent plague around him at a cost of 100% of his current plasma. The plague defiles enemies around him for 7 seconds, dealing damage. Enemies hit are contaminated, and their plasma is drained. If Vladimir gains 100% of his plasma while Hemoplague is active, Vlad creates a blood surge in infected targets, dealing 50% of Vladimir’s maximum plasma as bonus damage.
*Plague still active if Vlad casts Sanguine pool. It follows him around on the surface. Similar effect with Zhonyas
Revamped ablility completely. Current Vlad has %damage amplification. Coming from a design point, It is again invisible power. It can easily turn a won fight into a lost fight just by landing it onto the priority targets. So, in turn, I removed it. And replaced it with an ability for both playstyles of Vlad. Caster Vlad uses this ability for the DoT damage, and the plasma gains to continue to spam his spells. The idea is to delay reaching 100% plasma, as the damage is % plasma dependant. With Caster Vlad, this wouldnt be very powerful. You would be much better off spamming normal spells for free. Tank Vlad however, this is the bread and butter. With this skill, you soak up alot of damage for you team. With Spell Vamp, you can take a beating, and deal it straight back once you get 100% plasma with that massive 50% damage. This way, you are a target for your team. Deal with vlad somehow, wasted CC etc, or let him deal a large chunk of damage if you cannot.
Overall, from a mechanical perspective, Vlad is a bad design. There are a few toxic elements like excessive sustain that forces him to be weak. Which is equally bad design.
However, in order for the rework to work, he needs one thing. An AA rework. Its not Karthus/Anivia bad, but its still bad
So there, I made a mechanics only kit for Vlad, tryna keep out the bad stuff while keeping his core identity intact, since thats what reworks are meant to do amiright?
If you have any critiques, or think that you have a better idea for an ability, post it below. Or just tell me I'm shit. That works too.
Chur guys