Will the Blood Lord skin resurrect Vlad?

Vladimir has been a hot topic of discussion since release. Even today, when I rarely see him picked, there are still forum threads on a near daily basis wondering when he’ll be buffed, when he’ll return to viability, why he isn’t viable now, and so on. I know CC is all the rage these days, especially when it comes to AP carries, so where is Vlad’s place?

I still occasionally see Vlad do well when his team has enough crowd control to make up for his own shortcomings. He has to be careful, though. Against a strong AP with a stun, Vlad is susceptible to ganks, despite his pool. If he can be forced to burn his Flash early, Vlad’s health costs work against him early, leaving him open for ganks.

As many Rioters have pointed out, many of the solutions to Vlad’s problems are problems in themselves. Fixing health costs may improve his early game, but give him more damage or survivability and we could be rushing back toward the old days of Vlad.

For now, it looks like Vlad fans will have to settle for a legendary skin. Honestly, I can’t say I’ll mind seeing Vlad in a few games sometime soon. Sure beats Morgana.

  

Patch preview: Vlad/Rammus/Anivia nerf and a Ryze remake

ryze_splash_4

Riot posted a patch preview for the upcoming Maokai patch, and though it wasn’t presented in video form this go round, we still got a lot of good information. At the top of the list, for me personally anyway, is that Vlad is getting a nerf.

You may remember Vladimir’s champion spotlight, if only because it was so funny to listen to Phreak tell us just how overpowered Vlad would be. Riot’s stance is that he’s not explicitly overpowered, which I can sort of agree with. Certain characters do very well against him, but a lot of toons don’t, and he snowballs way too fast with the bonus survivability he gets from his passive. His passive is getting a nerf, but probably more importantly so is Sanguine Pool. I’m excited, to say the least.

Anivia is catching a nerf to her annoying ult -> E combo, which is almost a guaranteed 25 percent damage done to her target with very little required effort. The change will make it cost more mana for players to ‘pulse’ her ult, quickly toggling it on and then off, hopefully reducing the number of times that simple combo can land. I don’t think this will be quite enough, but we’ll see.

Rammus is also getting nerfed, this time on his speed. Powerball bonus speed is down 15 percent. Again, I’m not entirely certain that this addresses his issues, but it should help. I can understand Riot’s resistance to nerfing tanks. There are relatively few tanks in the game – a heavy nerf to one tank makes the rest of the list look pretty sparse.

Lastly, Ryze is getting a long awaited rework. I’ve played a few Ryze games recently. He’s pretty fun if he gets farmed, but the mechanics on Spell Flux make him unreliable in lane. The change will make him a ranged caster-carry. His spells will have shorter cooldowns, longer range, lower base damage, and scale with mana as well as AP. I’m actually really excited to try him out, though I wonder how Spell Flux now works. If the bounce range wasn’t increased with the cast range he could still feel a little frustrating.

Some of the cooldown reduction items are getting a rework, but I’ll cover that in more detail once Riot releases the actual number changes.

  

Patch Day 8/24: Urgot is here

Urgot.

Though today is just barely slower than yesterday in terms of work and moving responsibilities, I can’t hold back on my patch impressions any longer. Yesterday’s patch had some sweeping impact on the state of the game. Urgot brings another new skill type to the game with his swap, but maybe more importantly, both Heimerdinger and Shaco caught significant nerfs – nerfs that could drop them off most players’ ban lists.

I’ll put together a complete Urgot review a bit later today, but for now I’ll say that he seems to have been designed as an Ezreal counter. The stun/swap combo means Arcane Shift only takes Ezreal back to the front of the battle, instead of outside harm’s way. He’s also extremely mana efficient as he harasses, so it’s easy to see him taking mid against a lot of the squishier carries.

The Heimerdinger and Shaco nerfs will be getting a dedicated post as well because they are so big. Riot has always said that it would trickle nerf, but in my mind they should have considered both toons for significant remake if they were planning to nerf this hard.

On to the less significant changes. Kog’Maw caught a rework to his Caustic Spittle, which now provides passive attack speed bonus in addition to the armor penetration active. Kennen also got most of the proposed changes. He now gains armor and magic resistance while in Lightning Rush, Maelstrom can hit more people, and Surge got an AP buff. In my mind it makes him highly desirable. Vladimir was only half nerfed – his Transfusion has a slightly smaller range but his Tides of Blood is larger.

Malphite also got some nice changes. He should be more mana efficient, and his Brutal Strikes now also grants bonus armor, synergizing with Ground Slam and providing some nice staying power, especially in the jungle. Lastly, Soraka got a small tweak in that her Infuse provides half mana to the target and half to her (Soraka gets the full amount on self-casts). Mana cost on her heal has also been marginally increased.

The last change that is actually very cool is that elixirs can be purchased when you have six full slots and will auto-activate. No more selling and repurchasing items.

That’s about it for the patch. The other posts I mentioned here will be up in short order (especially now that the servers are set to ‘busy’).

  

Vladimir champion spotlight impressions

Well, servers are down. Suprised? I’m not. In the meantime, I figure I’ll post some impressions regarding Vladimir. As I’ve said in every post since seeing his skillset, I’m pretty worried about how broken he appears. Take a look at the spotlight.

I think his skill set looks pretty cool, but consider what Phreak says about him.

“Vladimir excels at controlling the lane…At 500 health Sivir will die to Tides of Blood, Hemoplague, and Transfusion, even though I have nothing but a Doran’s Shield and runes (remember, health runes – not damage runes) for bonus damage.” Okay. That’s fine if he’s a caster with caster stats. But he gets health from his AP and vice versa, making him highly durable and highly threatening – bad mix.

“Gragas, Garen, and Sivir all try to kill me.” If you watch that point in the video (2:02), Phreak is way out of position, but he gets away easily because of Sanguine Pool. So far we have highly durable, highly damaging, excels at lane control, and has an escape mechanism. Got it?

“The invulnerability from the turret also makes diving a breeze.” Turret invulnerability…add it to the list.

“Vladimir really shines in team fights,” and, “My extreme damage output allows me to chop up Sivir very quickly,” and “Then as I take turret aggro, I use Sanguine Pool to dodge Sion’s Cryptic Gaze just before it hits me, allowing me to escape the turret.”

So here’s my question – where is Vladimir weak? He seems like the strongest 1v1 champion in the game, the best turret diver, a great farmer, probably a decent jungler, an absolute monster in team fights, and can escape anything you throw at him with a skill that is 1000 times better than Cleanse on a 20 second cooldown, you know, just in case you overextend.

This really makes me wonder how Riot selects an ability set for a champion. Is there some sort of matrix of skills/mechanics? If not, why not? If so, how did this guy get past the first stage of design without someone, anyone, saying “now hold on, guys, this is absurd.”

Don’t get me wrong, I’m excited to play him, but I’m just as unexcited about playing against him, and that’s not a good thing.

  

Related Posts