[Champion Remake] Sometimes I dream about Viktor...
In this dream, I see a Viktor who's Hexcore is his passive and this passive empowers his other abilities allowing you to affect change in a situation. It allows him to hit harder the longer he can chain abilities together making cooldown reduction a relevant stat he must make a choice to get.
[Passive] Hexcore Viktor's next ability ranks up temporarily as he uses abilities. This effect lasts 2 seconds before reseting Viktor's ability ranks back to normal if no other abilities are used. If an ability surpasses it's normal limits, it temporarily gains new abilities.
The idea of an ever evolving core that gets stronger in combat is more appealing to me than a core you buy because ultimately when you upgrade cores, it doesn't affect how the enemy plays against you which is probably a prime example of a mechanic failing to do what it was either imagined to do or failing to reach it's potential for counter-play.
[Q] Power Transfer ACTIVE: Viktor sends a device at an enemy unit to blast them for magic damage. The device then returns to him granting a shield for up to 3 seconds.
Rank 6: Viktor can activate any other ability which will use Power Transfer's projectile as the starting point.
What this means is that if you were to throw Q and the moment it hits, you press W, Gravity Field would open up right on top of your target even if they flash out of range and the Power Transfer projectile continues to follow them. This means that waiting to get hit by Q before using your mobility option is a point of counter-play. It tracks and hits anyways so waiting for it to hit is better than trying to move when you see it and gives your opponent a bit more time to reach as well.
[W] Gravity Field ACTIVE: Viktor conjures a gravitational imprisonment device at a target location for 4 seconds, slowing all enemies that pass above it. Whilst under its effect, enemies generate stacks every 0.5 seconds; at 3 stacks the target will be stunned for 1.5 seconds.
Rank 6: Viktor Gravity Field activates after 0.5 second freezing everything inside for 1 second, including projectiles.
At rank 6, increasing the rate someone will get stunned from 1.5 seconds to 0.5 and reducing the length of the stun allows Viktor to initiate a fight or to stop someone cold from running. It changes a lot about how the ability works and is much more effective against highly mobile champs that Viktor typically has trouble against.
[E] Death Ray ACTIVE: Viktor uses his robotic arm to fire a 500-unit length laser beam across the field in a chosen path, dealing magic damage to every enemy it hits.
Rank 6: Viktor's Death Ray focuses on an area and after 1 second splits in an omnidirectional pattern instantly roasting everyone too close to the target point.
This really designates Viktor as an AOE magic damage dealer in team fights. He loses some range at Rank 6 due to it's power, but with the option to combo off of Q which can extend it's range immeasurably, it doesn't make this weakness so bad except for at earlier levels where trying to utilize Hexcore is more difficult than at later levels where Hexcore is more easily accessible.
[Ultimate] Chaos Storm ACTIVE: Viktor conjures a chaos storm on top of a target unit, dealing magic damage and silencing enemies in the area for 0.5 seconds. The storm cloud remains for 7 seconds afterwards following the target, firing lightning bolts at every nearby enemy every second.
Rank 4: The further away the target is, the larger the Storm rages. It's area of effect increases infinitely until the duration ends.
The biggest problem before was that when dropped the storm was so slow and small in area that after the initial hit, it pretty much didn't do anything after since team fights tend to move all over the place really quickly. The nerf to control by not allowing Viktor to drop it anywhere leads into it's Rank 4 utility, but also lets the Storm just follows the target by itself. At Rank 4, if dropped in a fight on someone mobile and they decide to run, it just makes the Storm itself grow larger affecting more of the battlefield while still moving. Now when it hits a target, it's better for the team to recognize this and move away from the target and for the target to not try and run which would reduce the effectiveness of it on the team.
Hexcore passive changes Viktor immensely and there can be some strategy put into what to level first now instead of just maxing E right away. It doesn't really affect anything until you reach level 6 and you have 1 ability at rank 3, but this opens up a lot of different potential ideas for him skill wise.
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If no points were put anywhere, you could cycle any of your abilities with your R at the end and just have massive team fight presence early by putting R at a higher rank faster. After casting Q, W, E, your R will have 3 ranks added to it making it rank 4 and that would make it grow in size as the target runs away from the storm.
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Putting 4 points into Q at level 1, 3, 5 and 7 allows you to do stuff like: E, R, Q, W which powers up your Hexcore 3 times before Q is used. This adds 2 ranks to Q's current 4 ranks putting it at 6 and allowing you to basically poke with E and R, so as they run your Q will follow them allowing you to hit W as it hits to slow them down so you or a team mate can possible catch up and finish them off.
I think something like this would make Viktor much more interesting. His scaling into the late game is already not great and his early game is only so-so. All the power he has is concentrated into his Hex Core and it was poorly developed on release and to current date. Where is his glorious evolution?