Vayne Rework Concept

Stacona·9/24/2018, 5:13:32 PM·2 votes·2,076 views

This is aimed to improve Vayne's player satisfaction, try to reduce toxicity, grant Vayne more team usefulness, and allow her to get through the early game.

  1. Grant Vayne more active feeling abilities, while keeping her entirely basic attacked focused at the same time.

  2. Grant Tumble's attack to a single target line skill shot instead. This make it feel better for Vayne to use, even though it requires more skill being a skill shot, but the reason to have it as a skill shot is to increase the range outside of her attack range to last hit minions from afar which helps her survive the laning phase. [Clarification: Would be a second cast after the dash, use while on cooldown.]

  3. Grant Vayne two different builds: One for burstiness / marksman-assassin and one for tank busting, splitting them up just makes her more balanced so she has to choose how you want to play Vayne with drastically different styles, rather than be able to slaughter tanks and squishies alike. [So next to no base damage for Silver Bolts and add in a very high ability power ratio, this allows it to only kill tanks by going for this build and attack damage with crits has the burst to kill squishies - especially stunning the target with Condemn.]

  4. Silver Bolts become her new passive and W is freed up to become a more interesting ability that combos with Condemn, this allows to also reduce Condemn's power since the stun can be more consistent. This grants player satisfaction, allowing for a very satisfying combo for the player, so since it feels better for the player it can have less overall power which makes it feel better when playing against Vayne (feels less cheap).


Attack Range: 500 units Attack Speed: 0.694 +1.5% per level Attack Damage: Low Movement: 340 units per second


Silver Bolts (Passive):

Vayne applies a Silver Bolt to her main attack target for 4 seconds on hit, only one target can receive Silver Bolts at a time.

After a target receives 3 Silver Bolts, then they detonate and deal 2%(+4.5% per 100AP) of the target's maximum health as bonus true damage against champions.

Additionally, minions and monsters are dealt 10(+50%AP) bonus true damage on hit, double damage if Silver Bolts were detonated.

Tumble (Q):

Cooldown: 6 seconds; Cost: 30 mana; Range: 350 / 900 units

1st Cast: Vayne dashes in the target direction.

2nd Cast: While on cooldown, Vayne launches a basic attack in the target direction, dealing 20% increased damage and reducing Tumble's cooldown by 1/1.5/2/2.5/3 seconds if it hits a target.

Night Wall (W):

Cooldown: 14/13/12/11/10 seconds; Cost: 50 mana; Range: 0 or 1000 units

Vayne unleashes a 500 units wide moving wall that travels 500 units over time in a straight line, remaining in play for 4 seconds. This wall will stop enemies on contact, enemies that pass through it are disarmed, grounded, and slowed by 55/60/65/70/75% for 2 seconds.

If Vayne unleashes the wall from her location, then it moves out. If Vayne unleashes the wall 1000 units from her, then it moves in.

Condemn (E):

Cooldown: 16/14.5/13/11.5/10 seconds; Cost: 75 mana; Range: 550 units

Vayne uses her large crossbow and fires a large, heavy bolt at the target enemy, knocking it back 400 units and dealing 15/20/25/30/35(+100%AD) physical damage and applying 1 Silver Bolt.

If the target collides with terrain or is stopped, then they are dealt double damage and stunned for 1.5 seconds.

Final Hour (R):

Cooldown: 120/90/60 seconds; Cost: 100 mana; Range: Global / 2500 units

Vayne marks the target enemy champion for death for the next 7 seconds, revealing a large area around it and applying True Sight against it. While the target is marked and near it, Vayne moves 90/110/130% faster towards it.


UPDATE NOTES:

Night Wall: Cooldown increased to 14/13/12/11/10 from 13/12/11/10/9 seconds Duration increased to 4 from 2.5 seconds Movement speed reduced to 125 units per second from 200 units per second Wall is no longer enemy impassable terrain, which means it no longer pushes enemies with it Wall still stops enemies, whether enemy dashes or friendly knock-backs

Wall now disarms, grounds, and slows by 55/60/65/70/75% for 2 seconds, creating a helpless victim for the slaughter (Condemn stun will override these effects)

Condemn: Now notes applies stun and double damage on terrain OR if the target is stopped

(Has an additional benefit of working with other stops like a friendly Veigar's Event Horizon.)

Final Hour: Invisibility on Tumble dash removed.

(Gave W a disarm, this will be more appreciated by the player and make Vayne less annoying to go against while disarm and invis serving the same purpose against basic attackers [but now exposes her to mages like Annie's Q].)


9 Comments

David 7779/24/2018, 5:49:09 PM1 votes

Passive AP ratio is really obscene (can deal nearly 50% HP as true damage @ 1000 AP). W is weird and doesn't really fit with her temathic. R is pretty underwhelming.

The points you made regarding her need for a rework are fine but the final concept looks worse than her original one.

The Goodest Boy9/25/2018, 5:11:09 AM1 votes

Okay- personally, I really enjoy this little rework.

The Q is very cool- a simple improvement on her current Q that makes it feel/look a lot better. It also brings some much lacking skill-expression to her kit outside of kiting.

The W is... very interesting. A very unique idea I don't think I've seen done before. I love the concept thematically and the cast paradigm is really cool. I just think that giving an ADC an ability that amounts to a piece of terrain and a hard, 2.5 second AOE knock back is a horrid idea. Maybe simplify it a bit: doesn't count as terrain and doesn't push people, but applies a slow to anyone walking through it. Or, gives vayne a speed boost for strategically kiting through it. (It would still work with condemn btw- just wouldn't be a real wall)

E is the same, though starting at a 1.5 second stun may be a little crazy. Maybe have it scale up with level?

The R thematically sounds really really cool. I'm imagining you ult them, and some kind of demon/vayne related symbol appears above their head like a Kayn ult but more dramatic, and it shines a cleansing site in a circle around them. let's you know that Vayne has chosen YOU to die.

I have 2 giant problems with this kit: usually when you rework a champion, the main goal is to iron out any massive problems they have and modernize their kit. You've modernized her kit, but have still kept her 2 MOST problematic elements that people despise about vayne: her constant %max hp true damage (which is nearly impossible to balance realistically) and her R invisibility.

If you were ever to take another pass at this rework, I'd focus on updating those part's of her kit specifically.

Still, cool concepts! :)

Stacona9/25/2018, 5:51:48 PM1 votes

UPDATE NOTES (1):

Night Wall: Cooldown increased to 14/13/12/11/10 from 13/12/11/10/9 seconds Duration increased to 4 from 2.5 seconds Movement speed reduced to 125 units per second from 200 units per second Wall is no longer enemy impassable terrain, which means it no longer pushes enemies with it Wall still stops enemies, whether enemy dashes or friendly knock-backs

Wall now disarms, grounds, and slows by 55/60/65/70/75% for 2 seconds, creating a helpless victim for the slaughter (Condemn stun will override these effects)

Condemn: Now notes applies stun and double damage on terrain OR if the target is stopped

(Has an additional benefit of working with other stops like a friendly Veigar's Event Horizon.)

Final Hour: Invisibility on Tumble dash removed (it was 0.5 second here).

(Gave W a disarm, this will be more appreciated by the player and make Vayne less annoying to go against while disarm and invis serving the same purpose against basic attackers [but now exposes her to mages like Annie's Q].)


Alzon9/26/2018, 3:43:12 PM1 votes

I believe you can lower the flat on-hit damage scaling CS minions/monsters to 0.25 AP. 0.5 is the same as Lich Bane, which is gated by having a cooldown and always applying to a single target only (see below).

What if the Tumble auto worked like Twitch’s ultimate? Sure last-hitting from long range would suffer, but that’s not what Vayne is meant to do (and how you counterplay her in lane). The next auto after casting Tumble would pierce, dealing half damage to secondary targets as well as being able to crit and apply on-hit effects, but on-attack effects such as Silver Bolts and Sheen only apply to the primary target. This means both AP on-hit and crit Vayne would have some form of waveclear (AoE true damage vs minions/monsters), as well as having situational longer range. In fact, you might even lower her base range further (perhaps 475), with Tumble piercing up to 600 range or so. Tumble would also need a longer cooldown, something like 10/9/8/7/6, refunding half of the cooldown if it hits an enemy champion, structure, or large or epic monster.

Vayne should keep a lower range while being capable of situational AoE. These changes would also make her a viable jungler, mid laner, and top laner as well. 475 or even lower range would be an acceptable tradeoff, with her waveclear keeping her as a bot lane carry.

The new W combined with Condemn gives her loads of safety and might even appear cancerous in top lane... I’d say remove the Disarm, lower the slow at early ranks, and have the slow decay over the duration. The Grounded and dash interruption are already strong enough. Believe me, Disarm feels absolutely terrible to play against, especially on a basic ability. The slow could be something like 40/50/60/70/80%, decaying over 2 seconds (compare to Karthus). The idea is to help Vayne keep people from jumping on her (or away from her, If cast at range), not from doing anything if they succeed. Compare to an Amumu ult, except you get to move slowly. Yeah, a little strong for a mobile marksman, even with a low range and without the invisibility.

Speaking of, I think this should be added back - but only as a reward for killing a marked target. Upon the death of a target marked with Final Hour that Vayne damages within the last 1.5 seconds, for the next 8/10/12 seconds her Tumble grants invisibility and 30/60/90 movement speed toward enemy champions for 1 sec. One of the reasons people play Vayne is for the pentakill potential. As much as I dislike playing against her, I don’t want to see this removed.

Also, I feel the Final Hour movement speed bonus in your post is way too strong... Compare to Predator, except it doesn’t wear off after the first attack. A 25/30/35% bonus would seem much more reasonable, or you could do a flat 90 like the live Night Hunter. Possibly even 90/105/120, but the increases would actually be a good bit less due to the movement speed soft cap.