varus rework
change to all AP ratios (mid or top laner)
E no longer pops stacks (applies one stack)
R no longer pops stacks but instead applies three stacks (damage and cooldown lowered significantly and it spreads faster)
Q is charged by holding the key (release to fire in direction of cursor), releasing before fully charged fires a smaller arrow with scaled damage, range, cooldown
- E
three charges, reduced slow and damage, much longer duration, grants vision
pressing E immobilizes varus while he aims the volley, clicking left mouse after pressing E does not take away the aiming radius around cursor (but pressing E again or just move clicking does), this is so multiple charges can be used rapidly without having to press E before each click
overlapping multiple areas of effect stacks the slow and if three volleys hit an enemy champion in rapid succession they are snared
- other thoughts and things to remember
Q could also work off of three charges, fully charging the arrow would use all three charges, Qs that aren't fully charged could only pop one or two blight stacks (based on how long the arrow was charged)
the area of effect for E could slowly expand over its long duration (providing more vision) but even though the recharge time would be less than the duration there can only be three down at once
giving varus a second snare might seem overpowered but remember that the volley takes alittle while to hit the ground and varus is immobile while clicking three times (there could also be a very short built in delay between the volleys so that no matter how fast you click three times it won't seem like a single animation)
(an alternative for casting E could be pressing E multiple times to 'store' the charges on your cursor before clicking, this would make it so there is just a single volley that can snare which would mean you can't dodge the snare by moving out of the area before the third volley hits, but instead when you press E varus' animation could change and maybe his movement slows)
E could have two more circle range indicators beyond the first (allowing for triple range) but an extra charge is spent beyond each indicator, maybe the area of effect shrinks but the damage of the stacks is combined (this would just be an extra little skill shot to have a small chance at finishing off escaped enemies who have a sliver of health left)
now i know that this is a smorgasbord of little mechanics for a league of legends champion, but i think there's at least a few good ideas here
i think varus is more interesting as an AP champion (he just feels more like a mage than a marksman) and with the right tweaks to his numbers these changes could make him a unique and fun top/mid laner. for example, his Q could do less damage by itself but more when popping stacks of blight. this would mean you have to actually get closer and engage your opponent if you want to chunk them (but with a pre-6 snare it wouldn't be such a risky endeavor)