Talk:Vi/@comment-84.251.20.14-20130213102458/@comment-77.102.118.239-20130213185243

I could see mana costs up and base ability damage falling off without hurting her too hard, or changing the feel too much. I picked up Vi as soon as she came out and she's real fun to play as, agressive and rewarding, and i'd hate to see that gone. Vi's real bursty, but with abilities on cooldown her power is pretty low. She's pretty easy to focus after the initial burst; Malphite counters her hard, escpecially with a frozen heart, because of this. If she initiates at the wrong time, things go very badly, and is easy to punish for bad positioning or timing.

The slow on the wind-up of Q could be a little more severe, to 20 or 25%, say, and raise the maximum range to compensate. You don't really feel it, especially with 9/21/0 masteries. A higher slow would make it more of an initiate than a chase, which was meant to be Vi's major flaw, and dramatically lower its utility as an escape. I feel the cooldown is in a good place, so you have to weigh offense against utility for usage. For comparison, Varus's slow is 20%, but he's waaaaay far back from the front line, and not trying to get anywhere. It's pretty easy to dodge if you can see her coming, though.

W is in a good spot really. Without your abilities those three hits take quite a long time. You really rely on this for sustain, and without a full combo to proc it it takes a while to get it off.

E is a little harder to mess with, as it adds a lot of burst and cements Vi's feel. Could maybe up the cooldown on charges, but not by much at all. Damage wise, i feel it's good. I'd hate to see the Q->E wave clear combo gone.

R adds a lot of teamfight utility. Maybe lower the range a little (J4's ult, which is comparable, has a range of 650), and the damage a bit more, so you're more reliant on having a team around you to follow up when you charge. Bear in mind though, there is a travel time, and if you flash over a wall into your team when she charges she won't have a good time.