Dev Blog: From Vision to Violence – Vi's Creation

Riot·5/15/2014, 9:34:15 PM·14 votes·27,331 views
Hey Summoners!

Welcome back to another entry in the dev blog! Today we're going to be taking a time machine back to the creation of Vi, the Piltover destroyer of all things squishy. There were a lot of challenges involved in the making of Vi (including thinking up words that begin with Vi-...), but there's a lot to share here, like how we design cohesive champion kits and how many different ways there are to punch things in League.

So without further ado, I'll let Gypsylord take it away!
Chris "Pwyff" Tom

A Vicious Challenger Appears!

On my first day at Riot I saw a concept art by RiotZeronis for a female "Piltover Enforcer" on the ideation wall with a post-it note that read: "OMG I WILL COSPLAY THE *%&$ OUT OF THIS!" I immediately fell in love with the concept, so I begged Ziegler (the Lead Champion Designer at the time) to let me work on her for my first project.

Six months later Vi was released to terrorize the live environment, much to the dismay of every ADC player ever. In this blog, I'm going to discuss the evolution of Vi's kit over the course of her development cycle while highlighting the design decisions behind some of the changes we've made.

The first thing I did when I got the go-ahead to work on Enforcer (as she was called at the time) was to think of the core beats I wanted to hit with her gameplay. After staring at the concept art for a few hours and hearing her creative pitch (an ex-criminal turned bad cop with giant gloves she used to bust open bank vaults), I knew she needed three things:

  • Visceral hits with IMPACT – Big gloves mean big punches and even basic attacks should feel good.
  • Offense as the best defense – Vi is super aggro, so if she protects herself it's because she punched you first.
  • No pansying around – Vi doesn't flit around the edge of combat. SHE GOES IN.

I chose the above three aspects to focus on because I felt they best represented something we call a power archetype. When a player sees Vi's splash, they see a punk girl with an aggressive personality and giant oversized gauntlets that she uses to punch things REAL HARD. Creating Vi meant we needed to deliver on that archetype – a super-aggro-punk, similar to how someone picks Darius to be a brutal warlord who crushes people with his massive axe. If the gameplay doesn't deliver on the character's power archetype, it can lead to an unrewarding experience that's forced to lean on other things to be fun and satisfying (looking at you Sion).


Kit Cohesion: A Designer's Vice

Let's start with a paper kit (a theoretical champion kit) that got scrapped. You'll notice some base ideas for Vault Breaker and Denting Blows that were present from day 1:

Passive – Denting Blows

Vi's next attack after each spell cast deals bonus damage and shreds her target's armor.


Q – Vault Breaker

Vi roots herself and charges up her gauntlets over 2 seconds before dashing forward, dealing a ton of damage and knocking back the first champion hit.


W – Come at Me

Vi creates a spell shield that reflects back the first spell to hit her.


E – Crush

Vi claps her gauntlets together on a nearby target, dealing damage and slowing them. Any enemy killed gets 'gibbed,' dealing Crush's damage and slowing in an area of effect while resetting its cooldown.


R – Steampunk Assault

Vi dashes to a nearby enemy (range and speed similar to Xin Zhao's Audacious Charge), dealing damage and suppressing her target for 1 second. During this time she could recast Steampunk Assault to select one of three effects:

  • Beatdown – Extend the suppression duration and deal bonus damage
  • Slam – Knock the target up into the air and slam it back into the ground, stunning all nearby enemies
  • Throw – Throw the target in a chosen direction

After some preliminary playtests with feedback from various designers, one thing became very clear: while some of the spells were quite fun to use, they just didn't feel "right" for Vi. Vault Breaker was the sole exception to this, having received overwhelmingly positive feedback from day one.

I ended up taking a step back to examine why Vault Breaker was doing so well. The conclusion I came to was the same point I outlined earlier: all of Vi's other abilities just weren't delivering on the character archetype. Crush was fun but it felt like a ground slam, not a huge punch. Throw made for awesome plays but why use gloves to pick people up? Come at Me was a purely defensive move that was entirely reactionary – it had no inherent aggression. Vault Breaker, on the other hand, was everything I wanted Vi players to feel. It was aggressive. It had impact. It felt very much like something that Piltover's bad cop would do to a fleeing criminal.

With Vault Breaker in mind I decided to scrap much of Vi's kit to start again with this rule: if an ability couldn't be described as a punch, it wouldn't fly. Throw and Crush were a lot of fun, but they weren't punches. A good lesson I learned from this was that sometimes awesome mechanics need to be put in storage if they don't accomplish the goal at hand. I still want to put Throw into the game, but it just didn't fit on Vi.


Creating a Viable Ultimate

After a few months of ideation, I ended up with much of the live kit that you see today, except for Vi's ultimate. Here's where she was prior to Assault and Battery:

R – Power Slam

Vi dashes to a nearby enemy (400 range) and uppercuts them into the air. 0.5 seconds later, she slams them back into the ground, stunning everything nearby.

If you've ever played a squishy champion against a fed Vi, you likely know the terror that is Assault and Battery. So you're probably also looking at Power Slam and saying to yourself, "That spell looks almost fair, why change it?"

Power Slam had two key problems. One, it just felt like a bad Unstoppable Force (Malphite's ult); it was shorter range, it stunned for less time and the AoE was easier to avoid. Second, and more importantly, Vi as a character didn't have a unique strategic niche in the game. With this kit she did the same job as Xin Zhao and Jarvan IV, but unless she could out-stat the both of them (more on this later), there was just no reason to pick her over Jarvan IV, who brings Cataclysm. I felt like Vi's ultimate, if done right, had the potential to solve both problems.

Vi knocks you up for 1.25 seconds. End of story.

In my opinion, all champions should ideally have a reason to be picked over any other within their role. Each champion needs something unique to them that no one else has. When we do this right, we create characters that don't have to rely on raw power to be appreciated and can instead feel good about that one awesome thing they bring to a team. When you pick Twisted Fate, you get his global teleport and you think of all the awesome ganks you can pull off at level 6. There's always going to be the option to run that global comp and, regardless of power (up to a point), TF is always going to feel good in it.

As a counterexample, when you pick Volibear, you can run around and "do things" but you're only going to feel uniquely outstanding when you're simply out-statting your opponents. If your team wants a tank with a flip, you should be running Singed. If your team wants a tanky dude with a crazy single target execute, then Garen seems more viable. Maybe there are team comps who need a single-target execute on a tanky bear with a flip, but Volibear just doesn't have many things that are uniquely his own and, as a result, he's always going to be judged by how high his base stats are compared to the other champions in his role.

With the above philosophy in mind, I went in search for Vi's unique niche, and came out of the lab with Assault and Battery. Why do you bring Vi to a team? Because she provides the best guaranteed ranged crowd-control in the game. You can't flash out of it. You can't cleanse it. You can't dodge it. Vi knocks you up for 1.25 seconds. End of story.


Viewing Vi on Live

My initial desire was that when someone like Vi goes into the fight, the counterplay was less about avoiding that fear-seeking punch-missile and more about what you do after you get Assault and Battery'd. A Vi who gets to her target and smacks it down over time has counterplay. A Vi who gets to her target to punch them straight into grayscale is less than ideal.

Additionally, I'd be more than happy with Vi picking out her target at 800+ range if she's doing it to set up a fellow teammate for a pick-off, but that's also not happening (see above re: grayscale punching). Vi should love extended fights thanks to Denting Blows, and her scrappy punch-gal motif seems more in line as a brawler than a bursty assassin.

We're keeping an eye on Vi as she continues to rampage around the live environment, but I hope this gives more insight into how we approach champion design and specifically how Vi's kit came into being.


August "Gypsylord" Browning

389 Comments

Lucius1234125/15/2014, 9:55:19 PM130 votes

This dev blog is Vi-ry good.....no..? Ok, I'll leave

lol Y0ug0tkilled5/15/2014, 10:10:48 PM77 votes

You know, I'm really glad to finally see why Vi's kit is how it is. I've been hating her ult since day one(I play adc a lot so no surprise). Yet seeing how exactly it came to be makes me much more inclined to appreciate it being in the game.

It's a unique ability, it fits her character, and as long as cc that can't be avoided in anyway whatsoever doesn't become commonplace, I don't think I'll ever be able to truly complain about it again.

Taking a second to reflect, this also helped me understand how hard it is to come up with unique champs, and it certainly won't get easier. So yeah, thanks Riot, posts like these really do help me understand what you guys go through. But please, no more ults like vi's.

iciclearms5/15/2014, 10:03:34 PM76 votes

Vi Caitlyn Vi Caitlyn Vi Caitlyn Vi Caitlyn Vi Caitlyn Vi Caitlyn Vi Caitlyn Vi Caitlyn Vi Caitlyn Vi Caitlyn Jinx Vi Caitlyn Vi Caitlyn Vi Caitlyn Vi Caitlyn Vi Caitlyn Vi Caitlyn Vi Caitlyn Vi Caitlyn Vi Caitlyn Vi Caitlyn Vi Caitlyn

Hudelf5/15/2014, 9:44:49 PM47 votes

Thanks for giving us a more vivid vision of this vivacious vixen!

Chiefs5/15/2014, 10:01:44 PM42 votes

Will we ever get URF back ?

Selentia5/15/2014, 9:57:03 PM22 votes

I will start, with the list of all the Vi-able puns on this list. Trundle

Xinder5/15/2014, 10:03:31 PM18 votes

mmmmm Vi, I gotta get back into the cc based junglers and get away from feral flare...

TheTragicomical5/15/2014, 10:08:07 PM14 votes

I've had a question for a while. Were Vi's looks partially inspired by P!nk?

HarleyQwin Hades5/15/2014, 10:35:41 PM14 votes

if there was ever a league of legends movie......inviting a new champion into the league it would be awesome if Vi was the one to show him/her the ropes,the ins and outs,what to do and when to it, introducing her main partners and enemys. ooooh a league of legends movie would be awesome. Hawkshaws my other profile..

ChocolateLoveGod5/15/2014, 10:06:29 PM13 votes

"There'd be no reason to pick her over Jarvan IV"

How about Jarvan does LITERALLY no damage right now, and her E is a death punch?

kyobreck5/15/2014, 9:53:26 PM12 votes

Wooo, I love these dev blogs! TY :D keep them coming.

scorcher145/16/2014, 2:12:20 AM12 votes

It's funny how you usually buy Iceborn Gauntlets on Vi... you'd think she already had enough gauntlets...

humedude975/15/2014, 9:57:43 PM11 votes

new skin idea poroKhazix and poroKogMaw big fluffy bugs

Sorta5/15/2014, 10:14:28 PM10 votes

Its stuff that this that really just me bumped! Actually getting the inside scoop on how a character created is awesome (its just a million times better because its Vi)! I really love seeing all the thoughts and idea's that comes into play making a character. Maybe I am just a little bias because I am going to school to do art (mainly concept art, but graphic design and media). I really hope you guys keep letting us know about champions like this, the development just grabs my attention.

Thanks for all the hard work, and that goes to every single Rioter c:

Bladebrent5/15/2014, 11:30:24 PM10 votes

Orianna how About an Orianna blog? You probably have something to say about her development

Another question is how many characters do you come up with a single move for before hand? I imagine you got the idea for Ori's ball then made her around that, but what about a character where you just figured out one or two moves first, then decided to make a kit around that one move, like an Ult? For example, You may have come up with a global ult that damages everyone all at once, so you thought up Karthus, then you made his kit around the ability to do AOE damage and doing the global ult

MarcosLuis975/15/2014, 11:22:10 PM4 votes

Im not sure if Gypsylord will read this, but i would like to know what other champions do you believe they have the "Volibear syndrome"?

Evan and Aran5/15/2014, 9:46:47 PM2 votes

no comments? r u kidding me