Vladimir, the Crimson Reaper. What direction should Riot take with him? (Monster post)

Melledoneus·1/24/2016, 7:34:50 AM·9 votes·934 views

Vladimir is an interesting champion, who's kept at a relatively (for the top lane anyhoo) weaker state because his play style provides little room for... straight from Riot's favorite word bank choices... counterplay and interaction.

So what can we do to rework Vladimir in a way we can all live with? First, we have to analyse his strengths and see which can be swapped out for something else.

Vladimir's strengths: -The god of sustain (overstatement?) -Amazing waveclear -The ultimate late game monster -His passive means he doesn't need to build tank items -Damage amplification for the whole team -Pressing W to say "Nope" -Not having to aim

So, that last one is fun for Vlad players, but proves to be an issue. How do you outplay somebody or beat somebody who is basically playing a champion destined to ruin you? Let's find out Here are Vlad's weaknesses for reference:

Vladimir's weaknesses: -Heavy health costs on W and E -Sustain is so-so early on -Really squishy in the early laning phase -No mobility -Extremely short range -His boss -Has to deal damage in rounds, after that has to recharge -Grievous wounds and %HP damage -Any soft CC will screw up his groove -Not having Blood Lord Vlad

Obviously, that one was a joke. Or was it? Ahem. Regardless, we can see that Vlad's weaknesses include melee fighters like Irelia and Renekton due to their ability to out-trade him and survive his damage. Not to mention sustain as well as him. Other weaknesses are ranged top laners like Jayce or Kennen, who can harass Vlad and punish him hard. And people who just simply shred him, like Swain and Fiora, don't give him a chance to replenish ye olde blood well, so Vlad loses there, too.

**So have I been wasting your time talking about something you can read on a MoBafire guide? It's all perspective. But let's use this knowledge to our advantage to brainstorm something. **

#Concept 1: Utilizing wounds When I was writing my Talon fan fiction... thing (a story for another time), I delved deep into Vladimir. I realized that he has these weird claws that make him look like a wannabe mole, and I thought, "why?" Then it hit me. Vladimir uses his claws to open wounds. Vladimir's power consists of moving and controlling blood, but if that was the case why can't he just blow everyone up like this is Fist of the North Star? Because the blood needs to be given a place to flow outside in order to retrieve it, which is why Vlad's Q animation comprises of spikes piercing his opponent. So here's a thought: make it a mechanic.

Vladimir's entire kit could revolve around opening more and more wounds in order to draw blood from his opponents more efficiently. They could make this work by making his sustain tied to his Q, but make it so that his passive grants a greater percentage based on how much HP his opponent is missing. His E could still be AoE, but instead of a lock-on blood storm, it could be him doing something cooler, like letting out a literal tide of blood from within his hitbox. This not only gives time to react to Vlad (letting him have more range), but also can create some cool interactions with his W that lets him absorb the blood from the tide back into his pool and heal upon re-emerging. It's a bit of a stretch, but the point is this:

Vladimir's playstyle would resemble one of slowly but surely whittling down his opponent with good positioning in order to create advantages. Almost as if he's toying with them, which would be perfect since he's known to be an avid sadist. Finally, when his opponent is low enough, he can zone them because they know that he can execute them with his passive amplification, meaning that Vladimir has the innate advantage if he can harass you. Opponents could avoid this by harassing Vladimir, forcing him to play passive because his sustain options are limited and his abilities would kill him faster. This would encourage players to play around Vladimir's abilities, and reward good plays from both Vladimir and his opponent during the laning phase.

#Concept 2: The Leech As we all know, leeches are those black worm things that suck your blood (and clean it from fatty materials, but let's not talk about that for the sake of the comparison). Vladimir could be less "all-in, get bursted" and more "Little by little, I will drain your life." Vladimir has a quote that inspired this concept, where he says "trickling progress." Now, you may see where I'm going with this. For those who don't, here's the short version: Vladimir's entire playstyle will revolve around staying relatively near his target, draining them slowly at first but accelerating rapidly if they don't stop him.

There are several ways to execute this, but here's one I personally like: Vladimir's passive lets him choose a target to leech off of, and as long as he stays within the set range his abilities will grant him more HP. The more he stays withing the range, the more %damage amplification and HP drain there will be. The closer Vladimir gets, the faster the passive gets stronger. Creepy, right? Here's how his moveset would work. Think of his Q right now. Let's give it the Darius treatment and give it a delay. Over a second, if Vlad charges his Q (don't worry, still targeted) fully, he gets the whole deal. If it is cut off voluntarily (for example, you get ganked by the rest of their team and Baron Nashor and need to RUN) or the target leaves the tether range, the damage and healing is cut off based on how much the Q charged up. You can make this fair by slowing Vlad's movement speed or making the tether range short in order to make the Q heavy damage, but the "avoid and reward" system must be there. His E could be the same, except if it hits more targets it deals more damage. So DON'T FIGHT VLAD IN YOUR MINION WAVE. We could also let it go slow a bit, to give Vlad the tools he needs to keep his target on the radar. There are many directions, but here's the gist:

Vlad will be easier to deal with should you have some way to pressure him because of his methods of killing you, which are relatively slow but hit HARD. Tanks, unfortunately, usually don't have the tools to combat Vlad (Sion, Shen, and Maokai are large exceptions to this rule) because they lack sufficient damage to scare Vlad out of his Q. Vladimir will be strong against the likes of Singed, Shen, and Dr. Mundo because his abilities will drain a percentage of their health, and his presence in team fights will consist of either whittling down the front line or screwing over the back line, instead of just nuking the entire team.

Ok, I'll stop there. Sorry for the long read, hopefully this wasn't too boring to read, unless if you're reading this somewhere boring like a bus or the toilet or something. Tell me your thoughts and what other rework ideas you may have, tell me how terrible I am at balance, or how stupid my username is. Constructive criticism will be accepted with open arms.

Oh, and if you want to be mean and downvote me, here's a message for you.

36 Comments

WoonStruck1/24/2016, 7:41:45 AM1 votes

The majority of Vlad's sustain comes from WotA in gameplay, not his Q's innate sustain. The only significant sustain from Q is the ratio after 400 AP. That can be gated somewhere else in his kit if he truly needs it. I'd be fine with losing the rest because its unnoticeable in lane unless its abusive, since its never enough to make hard lanes safer. You have to get safety from your gameplay, not your sustain.

Outside of that, change his E and Q interaction. Q CD is normally very high. If you hit with E, CD goes down by an amount. More champions, higher CD reduction. Works on minions, but 1/4 effective. Maybe less. Makes it so he pushes very hard if he wants to be aggressive or sustain. Can't spam Q a lot for harass+sustain. You'd give up the sustain using E for the CD reduction.

His W AoE should honestly scale with HP.

His ult needs to go because it holds back his kit. Its too potent team-wise. He will innately always be weaker just for having it, and it doesn't feel very cohesive with his kit, especially since he has a huge delay after using it before he can cast anything other than W.

Evil Jester1/24/2016, 8:53:25 AM1 votes

honestly I think whats keeping Vladimir out of the mid lane is his range and lack of mobility. Ive been playing him alot since season 3 but if you take him midlane right now, I garentee you what will kill him most is not being able to engage, as most midlaners have ether a decent poke abilitys like Xerath TwistedFate Lux Zed or some form of gap close that can get them in range to deal burst damage like Diana Fizz Kassadin Talon

my ideas would be:

  • ether make his Q more like Soraka , an AOE that heals when it lands on a target, maybe like half for minions

  • Turn his E into a piercing poke, costing health like it does now, still able to hit multiple targets, but in a straight line so he can harass back

both of which are dodgable, so he wouldn't be OP but would be given just enough of a kit buff to be functional in midlane again. yeah he could be OP in top lane, but if you take Xerath or a Velkoz top lane you would get the same results depending on the opponent.

Shonjl1/24/2016, 9:38:14 AM1 votes

I like most what you said besides the charge up on Q. In Darius's case it makes sense to give him a charge up since he has a heavy executioners axe to get in position and put all his might into swinging. All Vlad does is cast a spell which is basically like breathing once you mastered it.

The only thing I can see having a charge for a spell is for it to get longer range or do much. And the last thing Vlad needs is more range. Even with your Leech idea, Vlad would hide back if he isn't forced to get close since its safer. Why get close even if it hurts more if you can outsustain and wittle an enemy down? It forces them to all in you or lose lane.

Dante Valentine1/25/2016, 3:33:54 AM1 votes

Alright, time for my second attempt at an immobile mage rework: (Cass; posted in http://boards.na.leagueoflegends.com/en/c/gameplay-balance/EAbr173E-a-cassiopeia-rework) for those interested.

I'm going to steal a few ideas I liked from this post so far and build a whole kit*

Goals: Increase interactivity between Vlad and everyone else Move Vlad from weird blood burst mage into more of a juggernaut direction engage with bloody thematics. Retaining most of his kit for riot resources

Base Stats

Along with his passive, this could be an ideal location for slight tweaks as he was previously balanced around the extra stats from his passive. I would suggest keeping him slow and maybe MR scaling/health per level buffs.

Passive: Crimson Pact

Vladimir doesn't benefit from Spellvamp (or wota effects) directly, instead it affects his abilities effects Q - Transfusion is doubly effective with spellvamp W - Steals move speed equal to Spellvamp % from affected enemy champions E - Increases to E stack damage and healing with Spellvamp % multiplicatively R - Increase tether range by Spellvamp %

  • Removes stat check passive (Free stats:see old kayle/jax... lookin' at you too akali o_o) in favor of clarity (boo --> yay)
  • Q is for Poke/Sustain
  • W is clearer/cleaner
  • E is for Engages/AoE/team benefit, not healing off of minion waves
  • R is stronger in long/group engages
  • Opens possibility for Hybrid builds? :3

Q: Transfusion

625 Range 10/8.5/7/5.5/4 CD (No cast time but 1.25s charge time increasing the damage up to 2.5x - no recast option, but upon leaving 600 range of the target or casting W the charge breaks). A balance lever is present with whether or not the CD starts at the beginning of end of charge. 45/60/75/90/110 (+.3AP) - 112.5/150/187.5/225/275 (+.75AP)magic damage

This ability, while problematic, only requires a minor skill input to make it bearable and still iconic. Thus I have chosen to incorporate the charge idea. I like the idea of taking a moment to measure an enemy's blood and then ripping it from their body. With his passive, his revolver spike will be very real, but his healing will largely only come from Q as his E requires consistent interaction and it no longer benefits from spellvamp itself. Allowing Vlad to take his time with Q farming and harass will result in a dead enemy but he will be more disruptable with the charge time and his actions will be more telegraphed as he attempts to kite and heal.

W: Sanguine Pool

No longer slows/hastes

Mechanically less thrilling but I appreciate the Zac styled pool size mentioned above. and would have the pool start smaller than current and grow to be a bit bigger than current at maybe the ~4k health mark -- overall probably a nerf but nerfing pool is not going to make most people cry... it's pretty fking god.

E: Tides of Blood:

  • mechanically the same, but move E stacks to enemy champions struck
  • stacking mechanic demands consistent interaction (a healthy thing!)
  • stacks on enemies allows allies with offensive healing to also benefit (yay team comps! yay character identity -- THE sustain mage)
  • removes that annoying invisible power found in increasing regen which is thematically out of place.

R: Thicker than Water

Target enemy champion is infected taking damage over time as vlad drains the life from them, if the target dies then the plague can spread to another enemy champion in range. This would function like Space aids, but only within a radius similar to morgana R - and yes i see the similarities to Mordekaiser or even Trundle, but those two already have similar ults and I don't really understand trundle's thematically.

700 Range/700 tether 135/120/105 sec CD 150/300/450 magic damage/heal over 5

Tether would animate as a blood funnel between Vlad and his target and upon kill, if another champion is in range of Vlad, his ult will refresh either on the closest target or the target with the most E stacks on them.

Example Build:

mPen marks armor seals ap glyphs Spellvamp quints 18/0/12 masteries (DFT)

Wota Ionian Boots Spirit Visage Rylai's Zhonya's Liandry's

Alright two reworks down, 4 to go! Let me know what you guys think! :D

Oerba No Naja1/26/2016, 11:16:01 PM1 votes

you should have post it in gameplay .. it could have more visibity for rioters . since i dont think they consider " concept and creations " as something to be taken as idea on a existing champion.

Narsicus1/26/2016, 11:54:37 PM1 votes

To me Vladimir's most integral theme is his sustain, he feeds on the life on his enemies and doing so allows him to persist where anyone else would be forced to retreat. I would approve of most any rework that kept this or even punched it even further.

Maybe they could increase Vlad's natural survivability at the cost of his burst damage and make it so that his power becomes more and more apparent the longer fights last.

Or maybe, and I know I'm going to get a lot of flak for this, they could give Vlad a version of Cassio's current passive. Starting off relatively frail but as he absorbs blood over the course of the game his power grows and makes him a true monster. He already plays this way and it certainly makes a more thematic sense than on Cassio.

I don't really have any concrete ideas but if they keep sustain as Vlad's main thing and give you enough survivability in fights that you can utilize it ill probably be happy.