User blog comment:Willbachbakal/(Champion Rework) Vladimir, the Crimson Reaper/@comment-1876049-20150107134522/@comment-1330314-20150107144103

The problem is, the only way to tweak the numbers to have the exact same bonuses would be to have them increase non-linearly, so with the non-linear scaling per level you'd have this massive table of values. You're always going to deal more damage and heal more the longer you hold out, except this damage and healing is meant to become exponentially better (so the maximum damage/healing is seven times more powerful than the damage/healing a third of the way through). I also think that, in an in-game implementation, the Blood Bank on champions would have three distinct, color-coded parts to indicate the increased power. It's one of those things I think would be pretty simple in-game (fill up the meter to full, get massive bonuses) but is difficult to describe in text.

I also think it might be a bad idea to make Vlad's main damaging abilities point-and-click again, since that's one of the major reasons why he has so little counterplay now. Two skillshots might seem redundant, but I think they're different enough that you won't always use them in the same situation (Corrupted Blood can't go through minions, for example, and Crimson Spike is too thin to affect multiple enemies next to each other). Along with their health cost, it's what allows them to have such a low cooldown and the power they have: put another way, if I were to make one of Vlad's abilities point-and-click, I'd have to make it significantly weaker or otherwise costlier to Vlad, something I don't think he needs in either case.