User:Aestrivex/viktor

i wrote this somewhat more concrete proposal for some possible gameplay (ignoring visuals) changes to viktor. all numbers subject to playtesting and tweaking. what do you think?

CHANGES TO VIKTOR:

power transfer can be cast on an ally or an enemy. if it is cast on an enemy, power transfer deals magic damage to the enemy and applies a shield to viktor that lasts for 3 seconds. if it is cast on an ally, the next time power transfer is cast on an enemy within the next 6 seconds, it applies the shield to the ally instead of to viktor. if cast on an ally, viktor may cast it instead on another ally (including himself) before the 6 seconds are elapsed and the shield will instead be applied to the new ally. if the 6 seconds elapse and power transfer has not been cast on an enemy, the ability goes on cooldown. power transfer's mana cost is applied only when cast on an enemy, not when cast on an ally.

power augment: the power augment gives viktor 220 health, 4 health regen (down from 6), 10 armor, 10 mr (armor and mr new). when power transfer is cast the shield duration is extended by 3 seconds and the shield strength is increased by 50%. while the shield is active, viktor's basic attacks deal an additional 45 magic damage if viktor cast the shield on himself; if viktor cast the shield on another allied target, the target's basic attacks deal an additional 25 magic damage for the duration. this bonus damage cannot be applied to turrets if the shield is cast on a turret.

gravity augment: the gravity augment gives viktor 130 base mana (down from 200), 10% cdr, 5 gp10 and grants 5 mana regen to nearby allies (previously this mana regen was only available to viktor). it also increases the cast range of gravity field by 30%.Like· · See Friendship · Saturday at 8:47pm ·
 * Daniel LaddYou have some interesting ideas, but the changes are way to clunky (and Viktor is already a clunky champion). The idea behind the changes is cool (let Viktor support his teammates more while keeping the flavor of power transfer), but it makes the spell really difficult to use, especially in clutch situations. For example, take a look at Lux's shield. On paper, the numbers are really strong, especially considering that it can hit all of your allies with a shield twice. However, in reality, it is one of the weakest shields in the game, because it is not reliable. Your ally can accidentally dodge it, can move slightly out of range or you can straight up miss the skill shot. Also, the travel time makes it so that you can't react to damage that is coming at your ally, but have to preemptively put the shield on when you think that there is going to be a fight. This means that the other team can wait for the shield to go down before continuing to attack.
 * Daniel LaddYou have some interesting ideas, but the changes are way to clunky (and Viktor is already a clunky champion). The idea behind the changes is cool (let Viktor support his teammates more while keeping the flavor of power transfer), but it makes the spell really difficult to use, especially in clutch situations. For example, take a look at Lux's shield. On paper, the numbers are really strong, especially considering that it can hit all of your allies with a shield twice. However, in reality, it is one of the weakest shields in the game, because it is not reliable. Your ally can accidentally dodge it, can move slightly out of range or you can straight up miss the skill shot. Also, the travel time makes it so that you can't react to damage that is coming at your ally, but have to preemptively put the shield on when you think that there is going to be a fight. This means that the other team can wait for the shield to go down before continuing to attack.

Your new version of the shield has a lot of the same problems. While it isn't a skill shot, you still have the issue of travel time. This makes the skill feel really bad to use, since most people don't have the reflexes of a squirrel on caffeine. This coupled with the fact that you have to position yourself so that you can use a short range offensive spell on the enemy after you target your ally with the skill just seems really bad. It suffers from the same problems that his Q has already that it is great in skirmishes, but terrible for poking in lane.

The augment also seems really out of whack. I get that you are trying to make him a bruiser and make him want to use his auto attacks more, but this makes him feel really really strange and schizophrenic as a champion. Suddenly you are encouraged to build attack speed on your ranged mage? This makes him feel more like Teemo than like a true AP bruiser. With this augment you can still build pure damage, and use his range to keep him safe, which is not what I think you were going for. You might want to look at Rumble and Amumu as good examples of AP bruisers. Maybe give the sheild a damaging aura that scales with AP?

The gravity augment looks okay, but the problem with it is that soul shroud is already an item, and nobody buys it. If the mana regen passive for teammates was desirable on him, then people would buy mana manipulator in lane and it would be a stronger effect. I do like the idea of GP10 on the augment (though I personally think that the items are too strong and really need to be nerfed, so adding another one might not make the most sense right now).8 hours ago · Like
 * Roan LaPlantethe point about the gravity augments is to make it comparably strong to the death augment so that you will actually choose to buy it. while soul shroud is not something you would ever want to buy, my intention of adding this effect is to give you this effect essentially for free while giving you an actual reason to buy this augment (the gp10) -- this way you have just another incentive to run viktor as a support with a carry that is able to eat mana forever like corki or kogmaw. maybe thats too weak a reason to want to run viktor support, but that was my thought process.

note in the changes to Q that i've outlined there are two important things that help the skill a bit. i envision these changes to Q helping in two ways -- firstly, if you're running support viktor, you probably dont want the power augment, you probably just want to shield an ally in opportune moments, and you can do this by attacking a minion. that is not that hard to position yourself to do in many situations. it does require the presence of a minion wave which might make it untenable compared to other champions' shields.

if you are building the survivable dps viktor (i think bruiser is a bit of a stretch), then you need to use Q somewhat like you are already supposed to use it except that it does a lot more for you than it does now. the shield length is now 6 seconds instead of 3 seconds, which means that if you play shrewdly, i think you actually have time to use the shield to get in and poke someone (or if thats impossible, to get a few tower hits).

the basic problem with survivable DPS viktor as he is currently is that he doesn't have enough tools to make this build really work. either he builds tanky, in which case really the only significant damage he can dish out is from his ultimate, or he builds hybrid items like roa and rylais, in which case he really doesn't have enough survivability or add enough utility (in my opinion) to really bother. my intention with these changes is to give him tools not to be tanky, but to play that hybrid effectively, where he can emphasize building ap over tankiness but situationally turn himself into a bully for 6 seconds. (remember the shield strength is both increased due to the augment, and it scales with AP)

your point about attack speed is good. there needs to be a nominal attack speed bonus in the augment while the shield is active. which probably means something else needs to not be in the augment (maybe the added shield strength get rid of in favor of adding +30% AS for the shield duration, after all if you build AP the shield is strong). in fact, probably the best way to build this viktor is to buy items like wit's end and ionic spark, and to largely forego building tankiness. but at any rate, it's not supposed to be a true bruiser.