Vi, the Piltover Enforcer [Minor Rework Concept]

ModThe Djinn·5/31/2018, 12:16:42 AM·6 votes·2,070 views

Hey again, Concepts & Creations!

I've been doing these as personal challenges to rework existing champions, and a friend told me to take a look at Vi, a character who is definitely perfectly functional and fairly thematic. That's a tricky one to approach, so I couldn't help but be intrigued.

The end goal here is to add a bit more gameplay to Vi's design, which is very singularly focused on diving one target, while retaining her fantasy of a powerful, mobile diver and as much of her kit's flow as possible. A successful rework will create new opportunities for skill expression while still feeling like Vi.

As a secondary goal, I'd like to discourage an assassin playstyle. While I understand that leaping on one target and outright murdering them can be fun, I'd rather encourage Vi to think about how and where she uses her abilities instead of combo-ing R+E+E into up-front burst on one poor individual.

As a tertiary goal, Vi's always had some trouble balancing her laning and jungling roles. By injecting a bit more AoE and some more reliable laning tools (such as an on-demand shield) into her kit, as well as some "on champion or large monster" abilities where one of the two conditions could be removed as necessary, I hope to give her some more levers that could be utilized to balance the two roles a little better.

Let me know your thoughts -- this is, as always, a somewhat rough draft, and damage numbers are not included, as those would be highly subject to change. What I'd like to know is if the changes accomplish the following:

  • Still feel like Vi.
  • Increase your excitement to play as Vi.
  • Feel like they offer a more interesting and engaging playstyle.
  • Feel like they still offer counterplay.
  • Give you a better reason to pick Vi.
  • Give Vi a more unique identity.
  • Make you more interested in having a Vi on your team.
  • Feel fair.

Brutal Momentum [Passive]

Vi's basic attacks apply Heavy Blows, stacking up to 3 times. At 3 stacks of Heavy Blows, Vi consumes the stacks to deal bonus physical damage, and gains bonus attack speed for 4 seconds. Each time Heavy Blows hits a target, subsequent Heavy Blows within the next 6 seconds deal bonus damage.

When Vi is channeling or dashing with Vault Breaker, Heavy Blow's duration does not tick down.

Design Notes: Vi's old W, minus the armor shred, ends up here, opening up an ability slot on her kit. It gives her strong sustained dueling power, opening up some alternative Vi builds by its synergy with attack speed and durability as well as attack damage.


Vault Breaker [Q]

First Cast: Vi channels for up to 4 seconds, increasing Vault Breaker's range and speed over 1.25 seconds. Vi can move while channeling, but is pacified and slowed by 15%.

Second Cast: Vi dashes in the target direction, dealing physical damage to enemies she passes through. If she collides with an enemy champion, she knocks them back a short distance and applies a stack of Heavy Blows. If she passes through terrain she bursts explosively out of the other side, dealing physical damage to all targets in a cone on the opposite side of the terrain from her starting location.

Design Notes: This ability fits Vi's character fantasy nearly perfectly, so I didn't want to change it up too much. I'm not a fan of the increasing damage though, as it encourages charging it up in combat, which comes at the expense of Vi's auto-attack focus, so I standardized the damage so what you're really worried about is the range. I've also added a terrain-bursting feature, that both emphasizes Vi's raw power, gives her some jungle strength (without impacting her laning strength significantly), and gives her and her team a cool reward for vision-enabled engages through walls.

#Knuckle Down Active: Vi leaps a very short distance and brings her gauntlets crashing down in a small area of effect, dealing physical damage to targets she strikes and gaining a shield equal to 10% of her maximum health. If Knuckle Down strikes an enemy champion or large monster, the shield is increased to 15% of her maximum health.

Attacks against enemy champions and large monsters reduce the cooldown of Knuckle Down

Design Notes: Vi's a mobile and powerful brawler, which I tried to double down on with a more active shield. The range of this would be extremely short, so it's more akin to an area targeted Illaoi W than a medium range dash, but it gives Vi some duck-and-weave potential, emphasizes her powerful attacks and brawling style, and gives you another ability to think about -- do you dodge, use it to gap-close, or wait to try to maximize your shield?


#Excessive Force [E] Passive: Excessive Force stores charges, to a maximum of 2.

Active: Vi charges up her hextech gauntlets, causing her next basic attack within 5 seconds gains 50 bonus range and deals physical damage to all enemies in a cone in front of her. Her primary target's armor is reduced by 20% for 4 seconds. Further applications of Excessive Force refresh the duration, but do not stack.

Excessive Force resets Vi’s basic attack timer.

Design Notes: Moving the armor shred here encourages Vi to think a bit more about when and where she uses this ability, rather than simply chaining it into itself for up-front burst damage. I considered lowering the amount of shred due to the ease of application, but given that auto+E+E was so nearly automatic in the previous iteration I left it at the old value for the time being. The swap also makes her have to think about wave-clearing, as doing so opens up a potential weakness, as she'll lose her shred if she's out of charges when she's engaged upon.

Assault and Battery [R]

Active: Vi dashes to the target enemy champion, dealing physical damge and knocking them up for 1 second. Enemies along the way are knocked aside, and take reduced damage. While Vi has a target airborne she may recast the ability within a 350 radius circle. When the knock-up duration is complete, Vi crashes to earth at the selected point (or at her current location if no second cast occurred), taking her target with her. Enemies around the impact point take physical damage and are stunned for 0.5 seconds.

Design Notes: A thematically great ability, this adjustment throws a little bit more skill behind the effect, and fits well with the two-fold name by making the effect two casts. It gives Vi a more complex diver role, as she can, in theory, snare a target and move them to a vulnerable position or crash them into her team, adding some decision making about who to target for optimal use rather than making the ability "dive the carry" every time.

8 Comments

Chrysi75/31/2018, 10:16:00 AM3 votes

As a NOT Vi main, this looks good. I don't have the same critical way of feeling about Vi that a main would. I don't have attachment to her, because I primarily play her just every now and then. It's very good, and I think it fits well. Vi doesn't.. Need, a huge rework? Maybe some tuning, and this is what it did. It still FEELS like Vi, it still FEELS like it'd be fun.

A possible idea, perhaps try Caitlyn out at some point? I've always liked drawing analogies between the two, parallels. Caitlyn is squishy, Vi is tanky(ish). Caitlyn is long ranged, Vi is melee, so forth, so forth. I'm very dissatisfied by the current Caitlyn, and I'd be curious how you do her. I've liked your reworks so far, they've been particularly good.

This is good, keep it up [slayer-pantheon-thumbs]

GrReaper965/31/2018, 12:37:41 AM2 votes

Nice, but id say the W shield is way way way too stronger. Youre basically doubling her current shield in combat, not to mention adding more damage and mobility. Plus, since she doesnt need to actually hit someone to get the shield, she just becomes a second Diana or Riven. Need her shield to be like 5%/10%.

Arakadia6/1/2018, 1:08:12 AM2 votes

It seems a lot of her power budget would have to be kept in her ultimate considering the strong pick potential and reliability of it.

PROJECT Victory6/1/2018, 6:23:34 PM1 votes

I can't tell if this is a joke or not.

BrightWîngs7/13/2018, 1:29:51 AM1 votes

Do you work for riot? Your name is purple and you don't have a riot icon so I'm unsure if this is a legitimate concept riot is actually having

23nvious12/29/2018, 12:59:18 AM1 votes

[{quoted}](name=The Djinn,realm=NA,application-id=A8FQeEA8,discussion-id=c67lbdOz,comment-id=,timestamp=2018-05-31T00:16:42.534+0000)

Hey again, Concepts & Creations!

I've been doing these as personal challenges to rework existing champions, and a friend told me to take a look at Vi, a character who is definitely perfectly functional and fairly thematic. That's a tricky one to approach, so I couldn't help but be intrigued.

The end goal here is to add a bit more gameplay to Vi's design, which is very singularly focused on diving one target, while retaining her fantasy of a powerful, mobile diver and as much of her kit's flow as possible. A successful rework will create new opportunities for skill expression while still feeling like Vi.

As a secondary goal, I'd like to discourage an assassin playstyle. While I understand that leaping on one target and outright murdering them can be fun, I'd rather encourage Vi to think about how and where she uses her abilities instead of combo-ing R+E+E into up-front burst on one poor individual.

As a tertiary goal, Vi's always had some trouble balancing her laning and jungling roles. By injecting a bit more AoE and some more reliable laning tools (such as an on-demand shield) into her kit, as well as some "on champion or large monster" abilities where one of the two conditions could be removed as necessary, I hope to give her some more levers that could be utilized to balance the two roles a little better.

  • Still feel like Vi.
  • Increase your excitement to play as Vi.
  • Feel like they offer a more interesting and engaging playstyle.
  • Feel like they still offer counterplay.
  • Give you a better reason to pick Vi.
  • Give Vi a more unique identity.
  • Make you more interested in having a Vi on your team.
  • Feel fair.

Came across this as I was thinking of proposing my own Vi rework, and this is really really good.You've done some awesome work here. This is a VI I'd enjoy playing. I love all your notes and like you want to make Vi more of a diving laner, than an explosive ambush assasin (thematically she is DEFINATELY more a bruiser - I always feel awkward when she is played as a jungle asssassin!)

I've a few thoughts on it.


Brutal Momentum [Passive]

Passive: Maybe don't increase her attack speed here (incorporate that into her E) and just keep it to "her 3rd attack on a target deals X extra damage to the target". It makes her choose a target and keep punching it until its down.

Also, to encourage her out of the jungle and be more of a laner/ split-pusher, have this passive trigger on Towers. Her gloves (in lore) were designed to punch through rock. They were DESIGNED to take out towers. So make her a split-pusher (if this makes her TOO OP, just reduce the damage she deals to towers).

Vault Breaker [Q]

Q: Love it. The theme of her smashing through terrain to get a free 'E' cone is awesome. I hope she gets a voice clip that has her say "Oh YEAHHHHHH!" (aka Coolaid Mascott) that triggers on occasion from going through a wall ;D.

The one concern of her going "through" walls is that it encourages her back towards being an assassin/ganker than an Laner. As a compromise, if she charges but NOT through a wall, she gains a (Max Hp %) shield? That way she gains either a defensive bonus from being out in the open, or an aggressive bonus from exploding find behind cover? Thematically it can be said her shield activates when going through terrain, and it eats up the shrapnel she would take from going through the terrain (i.e.: the shield ALWAYS activates - its just only visable when it had no shrapnel to eat from not charging through a wall :P )

I'd even suggest, for mind games, if she doesn't reactive Q (fires it up, then does not charge) she regains 30-50% of its mana cost. Idea being it becomes an intimidation tactic (and she IS thematicall the rift Enforcer of Piltover). Players can use this to spook lane-opponents, but due to the high cost mana its not used as much.

#Knuckle Down W: Love this new name, and an ability that gains her a shield makes more sense than her passive. I like it, though the 'short charge' feels unnecessary. Without trying to tread on Alistar W (pulverize), could it be she doesn't target ANYONE and just punches the ground? Deal an AoE around her, gain a shield, and maybe a brief AoE low from the minor earthquake she has caused? Gives her more CC and defense, and offers a great follow up to her Q and R.

#Excessive Force [E] E: The upgrade to Excessive Force is great. I like the tactical timing of the Armor break. I would also suggest moving the 'attack speed' buff to here as a secondary passive (i.e.: she gains attack speed on her 3rd attack on a target) since this E counts as an auto, allowing you to exploit it a bit.

Assault and Battery [R]

R: I like this rework, though I'd recomend you don't have Vi travel with her target when she throws them - rather she dives into the enemy team, throws a squishy damage dealer to her allies to take care of, while she soaks damage in the middle of the enemy team (better hope her W is avaialble!). It gives her diving potential, and she can even try to escape via her Q through Terrain.

If needed, reduce the range of her Ultimate on targeting her victim (so she has to get in close to make it work), but increase the throwing distance of the target. I also think just have the target get stunned; no AoE stun. Indeed, maybe drop the damage dealt from this all together - make it a specialized/ more tactical version of Poppy ult?

Some food for thought. Hope it may be useful to you! All in all great work. I really hope Riot notices this.