[Champion Rework] Veigar, the Tiny Master of Evil

TakaDama··1 votes·662 views
Veigar

Inspiration: Again, Gameplay and Balance are to thank for this idea. The problem with Veigar currently is that he lacks an identity other than "massive AP" with Baleful strike, which, if pre-rework Sion's "massive HP" with Enrage was any indication, is not enough to save a poorly designed champion. While Veigar is certainly not as bad as old Sion, he still has issues which I'll explore in this fantasy fantasy rework.

Passive - Equilibrium: Veigar's Mana Regen is increased by 1.5% for each 1% of Mana missing. [Notes: Not a bad passive, and actually works better with my idea than I had thought]

Q - Baleful Strike (7/6.5/6/5.5/5 second cooldown) (75/75/75/75/75 mana cost): Active: Unleashes a bolt of dark energy in 900 range line, dealing 80/115/150/185/220 (+50% Ability Power) Magic Damage to the first enemy hit and all enemies within 150 range of the first enemy. If Baleful Strike kills a champion, Veigar may recast Baleful Strike for 5 seconds. Passive: Veigar permanently gains 1 AP whenever he kills a unit, increased to 5 AP against large units or champion kills or assists. [Notes: Changed the passive to match Sion's current W in terms of Bonuses. Also: kill-chain potential with combo]

W - Dark Matter (1/1/1/1/1 second cooldown) (20/25/30/35/40 mana cost): After a 1 second delay, dark matter falls from the sky to target location within 900 range, dealing 50/75/100/125/150 (+35% Ability Power) Magic Damage to enemies within 150 range. [Notes: More spammable version meant to be the primary source of damage output for new Combo. Also better to max to first now with reworked Q]

E - Black Hole (14/13/12/11/10 second cooldown) (80/90/100/110/120 mana cost: Veigar creates a small black hole at target location within 900 range, rooting all enemies within 150 range for 1/1.25/1.5/1.75/2 seconds. [Notes: More or less a utility spell to be used in place of the old Event Horizon]

R - Event Horizon (120/100/80 second cooldown) (200/225/250 mana cost): After channeling for 1 second, Veigar twists the edges of space around the target location within 900 range, forming a pentagon of walls with a 450 radius that shrinks to a 50 radius over 2 seconds before exploding in a burst of cosmic energy, dealing 200/300/400+(50% AP) to all enemies within 150 range. Enemies who come in contact with the perimeter are suppressed as long as they remain in contact with the perimeter and are dragged inward by the perimeter as it shrinks. [Notes: Probably OP as hell when used alongside the rest of his kit: definitely want to keep the shrinking cage aspect though]

Combo potential in end-game teamfights: 0s R start channel 1s R end channel, R start duration, W start delay 2s W end delay, W#2 start delay 3s W#2 end delay, R end duration, E start duration, W#3 start delay 4s W#3 end delay, W#4 start delay 5s W#4 end delay, E end duration, Q use.

Over 5 seconds, that's a potential of at least 320% AP coming at a potential of five enemy champions.

EDIT: Changed Scaling on all damage skills and reworked ult ranges and times. Should be much better in terms of damage output now ^_^

3 Comments

TheOGSnow1 votes

Gonna criticize in sections(Gotta love it)

Passive: Nothing changed!

Q: Massive damage reduction

W: Even more massively reduced damage with a drastically more OP cooldown to counter it. This isnt even a nerf to the ability. It's a buff. If the current Veigar was allowed to land his W twice, then, in the same amount of time required for the current one to do that, this one could land 16. Now, lets compare the damage

Current Veigar W Cooldown: 8 seconds Base Damage: 320 Scaling: 1:1 Damage in 16 seconds(2 hits from his W): 2640

This Veigar's W Cooldown: 1 second Base Damage: 150 Scaling: 0.6:1 Damage in 16 seconds(16 hits from his W): 12000

E: Definitely a nerf Veigar is squishy like no other. His current E is a stun because it's his only utility. Otherwise, he's really easy to kill. His range isn't too great, and his stats are low(defensively). He would get shredded by the first marksman he captured with his E. RIP Veigar.

R: Another massive damage reduction Granted, for the fact that he'll get to land 5 W's, it's probably not too bad.

If his ult was just utility, he'd get to do 3750 to all enemies it caught through just his W. Add his ult damage to it: 4950. Say he throws in one Q after it ends: 5570 to all enemies in an area. And if you add ludens to that? Then it becomes: 5820 to all enemies in an area. That would 1-shot an entire team. That's worse than kat.

All of the above math is based on a Veigar at 1000 AP, a reasonable amount for a Veigar.

TakaDama1 votes

On W: would you recommend I bring it more in line with Karthus's Q or Kog'Maw's Ult in terms of spammabilty and scaling?

On E: the Original Event Horizon had been turned into the new ult with the potential to suppress enemies within for up to 3 seconds and, if 150 range is the width of a champion [probably isn't], will suppress enemies within for at least some amount of time. I'm kinda wary of just allowing Veigar to have a stun-suppress effect similar to Skarner without some sort of safety net to disable abuse. Also, it's meant more as a "run away!" move now.

On Damage in General: Any suggestions for how to approach reducing end-game damage output? Like should I focus on the base or scaling?

On Range: Still thinking of good range numbers. Any suggestions here also?

TheOGSnow1 votes

Not sure about the range. As to the W, idrk. I'd say what is really making that W powerful is HOW spammable it is. You could shred a minion wave in seconds.

As to the damage output, really it's all from that W. That W is the damage. So, you've got 2 options really to balance it. Either A. Minorly increase the W cooldown, but decrease the scaling of his ult, or B. Majorly increase the cooldown of his W, but leave the rest alone. That would probably fix it. I can't guarantee it though.

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