[Rework Concept] Vayne, the Monster Hunter

SSmotzer·1/23/2020, 5:17:11 AM·1 votes·932 views

https://cdnb.artstation.com/p/assets/images/images/006/915/575/large/cilica-marius-vayne.jpg

Passive - Nightseeker Goggles/Eyes: Vayne gains bonus movement speed while camouflaged. Vayne maintains camouflage for 1 second after exiting the brush. The movement speed is doubled during Final Hour.

Q - Dancing Darkness: Vayne dashes a short distance in a target direction, though not through terrain. Dancing Darkness resets Vayne's basic attack timer. Vayne kicks up dust behind her as she dashes, reducing the vision of enemies in a cone in the opposite direction that she dashed for 1 second.

  • Blinding Darkness - Final Hour: When dashing Vayne becomes invisible from 1 second and gains the bonus movement speed from Nightseeker Eyes. If she dashed through an enemy their vision is reduced for 2 seconds, she also applied a bleed for 2 seconds, dealing physical damage over the 2 seconds.

W - Silver Coins - Passive: Nearby enemy minions, killed near Vayne, will sometimes drop a silver coin that can be picked up and grant bonus gold and a stack of Silver. Large minions, monster, and enemy champions will always drop silver coins.

  • Silver Bolt - Toggle: While active Vayne's basic attacks and Condemn mark her attack target with Silver Bolts, consuming a stack Silver from Vayne with every attack, on the third stack they are dealt bonus true damage based on their max health.

  • Moonlight Claws - Final Hour - Always Active: Vayne's basic attacks and Condemn deal true damage based on on the target's max health at no cost. While Final Hour is active picking up Silver Coins also restores Vayne's mana as well as granting bonus gold and a stack of Silver.

E - Condemn: Vayne pulls out her giant crossbow and fires a heavy bolt in a target direction, dealing physical damage, knocking them back. If the damaged enemies collides with a wall, they take bonus physical damage and are stunned for a second.

  • Condemn - Final Hour: Vayne lunges in a target direction, dealing physical damage and knocked back all enemies hit with her as she dashes. If Vayne collides with a wall, she stuns the largest enemy she carried and knocks away all other enemies from her, dealing them all bonus physical damage and applying grievous wounds to the stunned enemy.

R - Final Hour: Frey's curse overwhelms Vayne, transforming her into a giant white wolf for 8-12 seconds. Vayne becomes melee, but gains extreme healing when dealing damage and damage Vayne revives is instead dealt to her overtime. Whenever Vayne kills or gains an assist on an enemy champion, Vayne's transformation duration is extended. Recasting this ability ends Final Hour early.

6 Comments

Quáx1/23/2020, 2:34:19 PM2 votes

Look at the passive and almost exited the boards...

The problem with League and their champions are their OP abstract concepts, too much mobility, too much damage, too much cc, etc. The problem with this rework is you're forgetting she's and ADC. Giving her invis for 1 second after exiting brush is REALLY insane for an ADC champ like Vayne. Vayne s also classified or better known to have that "High risk, High reward" concept on her, and this.....doesn't keep that; in fact it does the opposite if I'm playing this reworked vayne, why don't I just farm up and get my extra gold for W, and if they try to go on me I can just Q away and blind them, effectively shutting up any1 on the enemy and dodging the bullets, or I can just E. ANd finally the part that pisses me off, the fucking ULTIMATE. This fully contradicts the kit you made for the other 3.5 abilities, she's expected to run at them IN MELEE and kill them to reset the duration. I hate to be that guy but this concept...isnt very good. Sorry.

Shmeeve1/23/2020, 5:20:29 AM1 votes

Monster hunter... MoNsTeR hUnTeR eArRaPe PlAyS

Eternal Torment1/24/2020, 12:59:02 PM1 votes

Now, I myself don't precisely think this was a bad rework. There is however one problem:

  • It's a vayne

Vayne as a champion is already extremely tricky. Her Core Identity is a hunter who kills all she deems to be beings of darkness (AKA literally everyone she disagrees with, with demons being actual enemies and Evelynn topping that list). So people feel a very tight need that Vayne needs to be a chase-heavy hunter who trades safety for power, making the enemy eat their hair in tilt since they can't fight her and they can't escape her. Vayne needs to have every exposed, broad weaknesses when she is running away herself based on that identity.

Your Kit changed that significantly and still preserved her to be a hunter, but one who is much more trickier with her surroundings. Most of it is okay. The Problem is however her passive and her W.

Now, getting camouflage when exiting a bush is fine, one second duration is also fine. The problem with that is the movement speed. Free Movement speed when exiting a brush is strong. Very damn strong. What I suggest is either specify the movement speed to be when towards champions (to preserve that chasing-ish feeling) or you give each brush an individual cooldown between 8 to 12 seconds.

Her W is now the complete opposite. It's where her damage comes from, and attaching it to an RnG cost-related mechanic can be seriously frustrating. There could be entire minutes where she won't drop a single silver coin and lose her lane because of it. That's bad. Senna's passive also has heavy RnG and we saw how chaotic her power balance became, so much that she had to have her drop chance nerfed to just above a 1% chance when she last hits minions so people don't play RnG favorites with her. And Vayne could face a similar issue. The moment the RnG numbers are in her favor, bam nerf hammer. The moment they consistently stop being in her favor bam buff barrage. Don't attach a Cost that's RnG related. If already, give it a cooldown, same as with the passive. OR make the initial damage much lower, but multiple procs on the same champion progressively escalate the damage, so that the silver poisoning really feels like a poisoning.

Those are my personal suggestions.

her R is cool. Reminds me a bit from that dude from HotS who can transform between a marksman and a werewolf at will and gains bonuses depending on it. But you will have to aim for the R to not just be a straight up buff to all her Abilities. if she does switch to melee, her power will also have to shift in the according direction. Her W during her R for example still feels like a marksman ability and no longer like a werewolf clawing the ever living holyness out of your face.