Suggested Viktor "Rework" - Glorious Team Evolution

23nvious·1/28/2018, 6:05:44 AM·2 votes·435 views

Food for thought, though I'm rarely on these forums - so this will be more a "fire and forget" post. Its pure fan theory, but it may be amusing for some people. So sharing (mostly to get this idea out of my head).

Anyway, Viktor Viktor is an interesting champ. I like his "borg-assimilate" theme in his lore, but it really doesn't come out in his current mechanics. He's more focused on evolving himself; than helping his allies.

A thought I've had is - why don't we change that? Why not make him a herald of change who is focused on trying to overcome weakness in himself and his allies?

His Kit can remain the same (Q for poke, W for slow/stun, etc...), but I propose adding an extra effect to his Q that happens when you target an ally.

The idea is this:

When you Q an Ally, your abilities become alternate effects (like Jayce Jayce, Nidalee Nid, Elise Elise, etc) until you choose one or cancel the effect. Each ability gives a SMALL but permanent buff to the target ally. For example:

  • Q gives +5 AD/ AP (dependant on Champ)
  • W gives +5 Armor
  • R gives +5 MR
  • Q gives +25 hp

Each ally can only gain each of the above buffs once, but they can have all 4 eventually. Meaning Viktor can give out 16 buffs over the course of a game. If the CD of this alt-Q effect is 2 minutes (he can still use his normal Q as an attack on its usual CD), it would mean he could fully buff his team by 35mins into the game; provided he has visited each.

There could be an element that, whatever the first Buff Viktor gives a champ, it gets stronger each time they gain a new buff (so +5 AD could become +5/ 7/ 10/ 14 AD provided the attack buff was their first buff) which lets Viktor "build" his team as he soo choses.

There could be extra effects to play to the "overcoming weakness" theme. Maybe the cooldown of this alt-Q effect reduces anytime an enemy champion is dropped below 20% hp, but returns to base (allies to weak to kill them), or the same for an ally (too weak they are pushed out of lane; ally death gives MASSIVE CD reduction for the buff ability)? If his team is struggling, he helps them come back?

Maybe Viktor also gets rewards for it? If an "augmented" ally is within X distance, he gains extra Movement Speed or something (becoming more fanatic and excited at the results of his "glorious evolution) so his early game buffing rewards him in exchange come the mid-late-game team fights?

The rest of his Kit can stay as is, but I feel this sizable add-on to improve a Q could radically raise Viktor from one of the (currently) least popular Champs, who is just another Damage-Dealing Mage with an interesting unique item passive, to someone who plays a unique "wandering support" role - similar to Bard Bard (but more kill-kill, than heal-heal).

... like I said... food for thought...

1 Comments

Teridax681/28/2018, 3:25:22 PM1 votes

I think the ability to permanently evolve one's own team is thematically quite fitting for Victor, and while that might not perhaps fit the best with his current playstyle on Live, a potential advantage to his unique item is that it could offer him the option to spec into different playstyles (e.g. option 1 for his current waveclear/bursty playstyle, option 2 for a more support-ish build, and so on). One thing I would prefer, however, is if these ally augments were a) also dependent on interaction with opponents, rather than just based on a cooldown, and b) more fleshed-out than just stats. Permanent stats tend to not offer the most visible gameplay, and I think Ornn's own items are a good example of how purely stat-based power-ups can feel flat and uninteresting in practice.

Regarding part A, I would personally lean towards implementing the upgrades as more of a quest: for example, if Viktor were to research his opponents, or assign research assignments to his allies, and thereby build up towards a reward, he'd be able to give much more impactful bonuses in exchange for this interaction, and it could help flesh out the adaptation theme (for example, the research assignment for AD/AP could involve hitting enemy champions a certain number of times). If you want this to help players that are behind, specifically, you could accelerate the gains based on the enemy's level. Regarding part B, I think it could help to conceptualize Viktor's power-ups as gadgets, rather than just stats: instead of just +5 MR, for example, he could give his ally a mini-Hexdrinker passive, or some equivalent anti-magic gameplay effect, and other effects could be implemented for damage, armor, health, and so on. In this respect, Viktor could be infusing actual technology into his allies, and not just making them statistically stronger.