Varus is getting a NEW PASSIVE! (changed already - check description for updated vid)
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- Опубликовано: 10 июн 2024
- This is what is going to live servers: • NEW UPDATED Varus Pass...
Reddit thread: / pbe_datamine_2024_june...
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THIS HAS BEEN CHANGED SINCE - on-hit Varus got buffed - you can see changes shipped to Patch 14.13 here:
ruclips.net/video/3z_7sTMqKtc/видео.html
That passive is like jinx but on sleep medication pills
“You think I’m crazy…? 🥱 you should seeeee myyy sisterrrr… 😴”
Jinx on mood stabilizers
Powder passive
his passive is already that
Jinx: GET EXCITED!
Varus: Get decaf.
so many spaceglide nerfs... these are dark days
Istg if they nerf sivir passive I riot
Oh no
Anyways ult q AP varus combo
This is basically an attack speed varus buff because you would overcap attack speed by a lot with the passive on with only bork guinsoo, now the passive is still useful after 2 items
@@skya6863 Well it kinda is a buff but that applies only in late game. Early game your attack speed will suck.
I mean attack speed varus meta wasnt the intention of his kit after all. He was just kog 2.0 at this point
Now I can have more ad when I miss Varus' arrows 😎
I will miss the URF varus Minigun 🙏
dont need minigun if you can have a bazooka
@@konjikinoyami2412 its not fun to one shot i like making my enemies think they have a chance
@@JA-nv4zbREAL you miss out on all the satisfaction when they explode immediately
@@JA-nv4zb that's the thrill of varus. Having enemies at the mercy of your Qs.
At that time lethal tempo was gone. It's no longer the urf that I've used to know.
Cool. More lethality varus. That's definitely what we needed. Thanks.
Yeah slightly concerned about this one - curious how Lethality / niche full AP builds gonna do now.
it's not like items like kraken slayer, yun tal, runaan's, his W and abilities, etc, don't scale off of AP and AD, though?
If anything this just nerfs hail of blades on hit varus, which was my favorite eay of playing varus... i think it is still viable but eerly trades after killing the canon minion while the enemy adc is trying to kill yours are not gonna be as good anymore
@@Doublejho kraken slayer doesnt scale
@@boldisordorin9010 oops my bad, too much arena
as a varus main, that doesnt play lethality, im shattered
Onhit varus was always more fun, rip
@@billyjoe8185 maybe it will be better for on hit, but it wont feel the same, i wished they would have changed him otherwise
@@jANMxRin no way it will be better for on-hit since on-hit passives like Kraken no longer benefit from AD scaling.
Now it will be either lethality or crit.
@@trackts no one plays kraken tho
yep On-Hit Var is much more exciting and hard to play. RIP AS Var
As a varus OTP i hate this, I like on hit builds so much more than lethality...
Same. I liked lethality but I preferred playing on hit most of the time
lethality is the hobo playstyle. Why learn to kite when you can just press Q
Yeah that's kind of bullshit
I mean they're pushing adcs to build lethality so much
And don't worry
As kalista main I get your pain
They deleted the only rune viable to us (unless you play this bitchy lethality hail of blades)
Sadly they make the game easier and easier making niche characters less unique
Without lethal tempo his passive is only useful early game, late game you can reach the attack speed cap on a single minion kill so half of his passive is useless.
Go play it for yourself. Onhit still feels just as good and maybe even better in some ways
Well this passive at least supports all 3 Varus playstyle, be it onhit, pen or ap
Ap varus really liked the attack speed for the waveclear and dps, not sure if he wants to gain ap after he already used his combo either
Still probably means varus is pretty gutted, and his winrate is definatly gonna take a hit, the atk speed was so vital for varus being a good blind pick, and made him possible to play when behind. A little bit of ap and ad does not compensate his loss in atk speed. Pen build is also gonna be a lot more difficult since now you won't have any atk speed, though onhit and ap will defintly survive.
pretty sure this change is supposed to attack both poke and ap varus, since they got msot of their atk speed from passive, which especially for pen varus was important to trade in closer range
@@laugerasmussen8949 Poke varus is so much stronger though
@@mark-sj1cn yes, but the argument wasn't "it supports it better" but rather "it supports all 3"
Hello Varus main here, his active W missing health damage has always scaled with how long you charge his Q, therefore it definitely is a nerf.
Edit: This has since been changed and edited in the video because Vandiril is a chad.
AP varus player here. If these changes go to live i will be ex ap varus player.
@@TheJpiscool😭😭😭😭 ex ap is wild
Varus main here, I just played it on PBE and it feels like a buff. Your passive compensates for what you're not building instead of giving you more of what you're already building.
He said that the w seems to scale its refund to charge time too. The damage is well known.
@@shadows_star He said the damage 'now' scales with charge time, making it a buff, but it's always been a thing. My main point it's a nerf to W active. But since he has edited the video so it's all fixed now.
After the removal of Lethal Tempo and now changes like this I get the feeling Riot is trying to change "glider" champions with a lot of attack speed. It wouldn't surprise me to see more changes to other high attack speed ADCs in the future. As to why, maybe Riot wants to make these champions more new-player-friendly? I don't know though.
The game will never be new-player friendly. They should stop changing the game so often and focus more on champ balancing/rank system/matchmaking. After playing actively since s2 I've been distancing myself from it because of how badly the game feels to play.
that's the thing. There's a reason why adcs are so much less than other champions. Cause they're much more similar to each other compared to other lanes. Riot trying to unify all types of adcs just creates an unhealthy meta of 2-3 adcs being the ones numerically stronger and the others just sucking. adcs should have much more variety in playstyle and building. Nobody needs varus to be just like every other adc, but riot is stupid.
@@yellybeam2869 Changing the game is what keeps the game alive. Lol being the same for years is incredibly stale, and riot changes to the game are laughable when comparing to actual game changing stuff like how DOTA literally changes the map and how some champion functions almost every year. the most major change league has mostly comes from items and thats good and all but game plays out almost the same. Dota sometimes even changes priority on Objectives and wave management
@@enderforces7013 Except "glider" champions are by far the most samey champions in the game...
@@jacobnorris8256 kog, varus, vayne, ashe and kalista all play very differently dude. Not really sure where you're going
As a Varus enjoyer, this seems like a nerf across the board. Let me explain:
- Reducing his Base AD but putting it on the passive is just a flat out nerf level 1. And everywhere thereafter where he does not have acces to minions. Losing 3 AD is losing 3 AD. That's big on an ADC. Not like he gains 3AD instead of Attack Speed. He just loses the Passive Attack Speed and the values of the level 1 passive get deducted from his base stats, so he needs to trigger the passive to be where he is now without it.
- Having Flat Stats instead of Attackspeed on the Passive hurts all 3 of his current playstyles.
-- On Hit Varus does not really benefit too much from flat AD as his Damage comes from triggering the Passive On-Hit Effects of his Items rapidly. Sure more AD does not hurt, but additional Attackspeed is prefered.
-- Lethality Varus might benefit from this, but would require to clear waves while siegeing to get the Buff and then use the Windows of the Passive for stronger poke, but once a fight breaks out and he kills a champion, his Abilities will be on cooldown from killing. Leaving him with very low dps to continue the fight, which currently get's compensated by his passive, which allows him to still turn out, not insane amounts, but still threatening amounts of damage. Fights around River Objectives or Skirmishes in the Jungle will leave hin in a worse state as he won't get the bonus until he gets a takedown (same as now) but takedown bonuses are less beneficial until his Abilities come back off cooldown.
-- AP Varus might get hit the worst, as they'd need to execute a Minion for their Ult combo to then benefit from the passive and have even greater struggle to apply further stacks to targets without the added attackspeed from the passive once their Ult is on Cooldown. A bit of extra AP from the Passive is not gonna make up for a potentially lost stack because you had to get the detonation off before being able to get the 3rd auto in. But i play very little AP Varus, so maybe i'm misjudging here.
- Lasthitting in Lane might be even more of an Issue. Varus was always reliant on his passive Attackspeed to make Lasthitting feel good because his base wind up animation is jank.
- Having his W Bonusdmg scale with Points in the Ability instead of his Levels will hurt Lethality Varus as they rank up QEW. Lethality Varus never really cared much for the stack dmg from the W, mostly about the W active Q increase.
- The Active W Q increase already scales with Chargetime, so this just gets nerfed from 6-14% (9-21% charged) to 6-10% (9-15% charged).
Also, to put gold values for Champion Takedowns into perspective.
Current Level 11 Varus gains 54% Attackspeed (40% + 40% of Bonus Attackspeed, which he gains 35% of from Levels) = 1620g
New Level 11 Varus gains 24 AD & 40 AP = 840g & 800g for a total of 1640g of split stats.
Current Level 18 Varus gains 67% Attackspeed (40% + 40% of Bonus Attackspee, which he gains 68% of from Levels) = 2010
New Level 18 Varus gains 30 AD & 50 AP = 1050g & 1000g for a total of 2050g of split stats.
Personally i prefer the full value of Attackspeed over the half value of stats for whatever playstyle i choose. But that might just be personal preference.
Sad to see my favorite ADC get taken a dump on by Riot while Jinx is allowed to stay in the state she is.
I ain't reading allat
Great analysis thanks
I dont think ap will get so much worse. You just do RWQ and onehit everyone, if you go hob you get the 3 stacks out you need. And with w max and nashors your lane should be fine.
But im low elo so idk
Dude did you even play with the changes before writing this? It's legit not that bad.
I agree with the statement, I honestly hate the change on the passive, it's going to be really difficult to adapt at last hitting without the extra AS, hope that at least the passive change doesn't reach the main server.
Why are they changing something that's not problem?
The only change Varus needs is revert to Q indicator...
Pro play
@@destinedtogame Not even.
Varus only gets picked in pro right now when all the good options are banned.
I think this is just so that his passiv is more usable for his many different builds, as both AP and Lethality Varus barely benefited from his the AS, while On-hit Varus would frequently run into the AS cap, now that lethal is gone.
100% true those changes are trashhhhhhhhhhhhhhhhhhhhhhhh
Imo it's nerf to lethality poke varus. As lethality Varus you don't need to build as at all cause the passive. In lane you kill minion and you have over 1AS which is enough and in late game you just oneshot 1 enemy champion and get mega AS buff.
@@lubue5795is he I remember varus perma pick ban not too long ago
This just looks like hard a hard nerf over all. You lose 3 ad to get it back from passive but lose attack speed. Less damage on empowered w. And the little scaling empowered w has gets delayed becuase you wont put 2nd point in to it before level 8.
To me this looks like a buff overall.
Current Varus already goes lethality and does most of his damage with spells and not autos, so the new passiv should be much better. Even for on-hit Varus I think it's stronger as all the AS you buy synergiezes well with the AP and AD steroid.
And while his burst is down, he gets way more CD reduction. So if you mange to weave autos and spells together, his DPS should be up compared to now.
I think it's a really interesting idea as they seemingly try to make Varus a DPS caster instead of a burst caster, while also lowering his early game lane bullying but make his late game better.
@@lubue5795 passive ad/ap numbers are sad, and Varus already has a lot of AD in his build, so AS is simply more valuable for laning/waveclearing/procing W
This is clearly a buff. If you play Varus and go for an on-hit build, you know that by building 2 attack speed items, you already have a maximum of 2.50 attack speed in the mid game. In other words, your passive of killing champions/minions and gaining attack speed is completely useless. You are wasting the value of the attack speed from the items. As I only play on-hit Varus, now I can complete his build without feeling like I'm throwing gold away.
Now for lethality Varus, I don't know how this will affect him since there will probably be a lack of attack speed in the build.
@@zeal6113 no this is 100% a nerf because if you kill a minion before trading you will almost always win the trade in laning phase because of the AS in laning phase, since it lets you proc your w faster and easier. instead of just making it like jinx and letting it go past the cap they straight up just removed it and made it worse
But why tho...
Jinx passive is just cooler varus passive(old)
Attack speed really only helped on-hit Varus and it makes him hit the AS cap really easily
This change benefits all Varus builds and all of his abilities, not just his attacks.
Because damage number go up.
Bcs its toxic for for the game 🤓👆
Why not? 🙎🏿♀️
...but why?
Someone on the League Reddit was answering „Which champion would you make a change for, that could buff it without being op“ not even a week ago.
This person suggested: „Varus passive and make it like Jinx, where his AS cap gets removed while he is in the passive“
Oh, they will fall down to hell when they see these changes 😂😂
Just a small correction: varus already has the Q charge time scaling on his W active, its just a nerf at all times, not a buff if you charge your Q
Dark Harvest needs 20 Stacks to go even with the old one.. After that its an increase, but due it being a rune mainly meant for assassins and snowballing, this is a hit.
From the perspective of a Varus OTP (ADC primarily) A lot of people are overlooking the base ad change paired with the new passive and how it affects his laning phase as an ADC before he’s even purchased anything. For Ap varus mid he’s probably going to still out push mages and assassins level 1 anyways.
For Botlane, losing 3 AD level one and gaining it back through his passive while gaining no attack speed means as an ADC Varus’s early game has taken a substantial hit seeing as he can’t get prio nearly as easily anymore. At level one playing Varus with his passive active is the same as playing current Varus without his passive active. This makes it much harder to guarantee prio in lane to hit level 2 first and get a good trade. Varus hitting level 2 second makes lane much harder to play because he’s much more vulnerable to poke and engage when he lacks the threat of damage and when enemy bot lane doesn’t have to focus on the wave because they’re no longer being out shoved. his trading patterns are only good early game because of how W interacts with his abilities in short early game trades (including his AS passive allowing PTA and 3 blights to be applied easier). Suddenly he’s way more vulnerable to having his early game go poorly when his laning phase is meant to be a strong point. It really encourages a non-interactive play style that I’m not a fan of as it makes builds other than lethality much harder to justify since they have some pretty expensive first items.
I wouldn’t say lethality necessarily benefits from this patch because while the passive will be good going into mid game, W’s missing HP damage is now based on ability rank and not Varus’s level making it harder to secure those WQ burst kills when maxing Q->E->W.
what do you think about burst ap varus tho, straight up a buff no?
@@glacier_10_years_ago Sort of, while his mid and late game get stronger, his early game is still weaker and he relies on his early game strength to reach his needed items as fast as possible and to keep mages who can out range him or assassin who can just run him down from matching his gold(assuming we’re talking about ap varus mid). AP varus is so unique because he has the early game of a snowballing marksmen and the late game of scaling mage, but these changes will nudge him towards playing a lot safer early game, lowering his kill potential in lane pre-level 6 while also not really helping his Q/WQ until level 9. The passive uptime prior to level 9 isn’t long enough for his Q to charge and for you to stack blight, even with hail of blades. It will make his first item harder to reach because early kills will become more difficult to secure.
His mid to late game will be better especially with transcendence reducing his WQ’s cooldown much faster on kill so he can really get the full potential out of the ap spike(Varus with deathcap will love this new passive).
So while it is an improvement for AP varus later in the game on paper, his early game has still taken a hit so he most likely will reach his items later current patch as well which makes it more of a trade off than a straight up buff.
I honestlyonly play ap varus for fun so this is a huge revive to a dead meme build, thanks for the explanation
Ap varus isn't real anymore since they gutted him due to top abuse and with the base % on w going down even further it's pretty much ogre.
Hard to see what the justification for this change is. His current passive is broken, but he's never more than a suboptimal flex pick so this will likely just take him out of relevance. Especially with lethality Kalista around, there will be no reason to pick varus beside 4fun. Rip
It says those values "still" scale up based on Q charge time. It was already the case, the mechanic is not being introduced with this change.
electrocute and dark harvest changes actually seem really nice. they shift them into more specialized niches and give them more identity as keystones.
- dh = snowball stacking keystone
- elec = early game trading/burst keystone
We about to go from Serrated Dirk power spike to Long Sword power spike with those Electrocute changes.
Doran powerspike with some talon mains
No more guma machine gun....
but can he steal it?
They increased the stats on pbe to 3-20ad 8-35ap (16-40ad 30-70ap), so it is much better, but is still subject to change
OK, that’s reasonable.
That's nice for Varus. With the 2.5 attack speed cap it had no sense to still play him with on hit effects.
Bro you guys had the best take on caitlyn clark i never knew maui could be such a savage
The passive when kill Champs is also have time countdown right?
that's so nice. varus needed that
As a varus enjoyer, I’m p sure this is not better than the old passive, at least for aa range fights. because as with ad or on hit build, well you know, but for ap it helped cycle your spells woth w cooldown reset mechanic.
I obviously expect this to be much stronger for long range fights with lethality varus
i miss old varus
I have been playing full lethality varus with first strike, so I dont mind the attack speed gone tbh.
As an ARAM player I'm only curious how the electrocute/DH changes will translate
I believe the missing health scaling is a flat nerf since the 1.5 multiplier is not new. You're going from 21% on live to 15% on pbe.
AS was such an important stat for Varus, idk why they swapping it for AD+AP instead.
We got a lot of as nowdays, no?
With this new passive, I feel like they should swap the W passive effect with the new passive.
Give him the wormy stacks always and the "slight power increase" to level up on choice. That fits much better with his kit as he doesn't have to wait for the level 2 power spike and the stacking is much more to his identity than getting a "small" buff on kill. That way they can ALSO give him attack speed, but instead of it scaling level by level, you have to put skill points into it, which means you likely are only going to level it up towards the endgame. That is a practical nerf to that effect, but doesn't take it away, while balancing out the missing power by applying the rotten wormy effect stacks from the very start.
If you swap W and passive, you gut AP and on-hit builds because you can't level up W first, and instead since it's attached to your passive you just have to wait for it to get decent.
@@adamperdue3178 ? You just make points in W increase the value of the passive. Illaoi Q literally works like this.
@@amethonys2798 Switch his W and his passive, just to make it to where putting points in his W puts points into the new passive anyways? That's awfully convoluted just to have a level 1 powerspike instead of one at level 2.
damn, can't wait to see same Varus build muder me early game and chunk 2/3 of my HP bar again.
But this time he deal more damage everytime.
Talon gonna love that electrocute buff
This will make him more of a mage or lethality? As opposed to the onhit viability
incoming fleet varus top lane chunking you with 80 AA damage at lvl 1 (with 4 second cd on Q later on)
Now he feels like Vaarus
THis rune changes affect arena right? because it will be a big change for the perk that givest first string and dark harvest
Varus: 30 AD at max lvl on takedown.
Darius: 230 AD at max lvl on a champion kill with Noxian Guillotine (his ult), or applying 5 stacks on an enemy champion.
Hubris: 15 (+2 per stack) AD on takedown within 3 seconds of damaging the champion.
We are balanced and creative here. ;)
Wait, no more on-hit varus like his kit was intended to have?
Even for Varus lethality I prefer the old passive, with it I at least have an Attack speed steroid to compensate for the lack of it in the itemization, I already feel like I have enough damage, but how am I going to apply it if I have to take longer than normal to be able to apply the 3 marks. I just think he'll become more dependent on the rain of blades.
I'm not happy, Bob. Not. Happy.
Vandiril, as far as you know, abilities are instanciated with fixed values or can change? Example, singed Q damage modifies when he gets ap in any way, "ULT for example".
Will varus Q do more damage if it kills a minion mid flight? or the next arrow it's going to have the increased damage?
AFAIK this rule should applie to any other skill, but i am not sure about the gimmick.
Pretty bad passive tho.
Abilities seem to only take into account the stats your champion has at the time of doing damage. So a varus arrow that kills a minion mid flight, would get a damage buff. (though this can probs be checked via hubris/mejais in practice tool as well if you get someone to test it with you). This means that buffs that occur before the damage is dealt, will apply.
I'm not 100% on this however. I have tested shojin though with Vi and if you q through 4 minions before hitting a target, that target will take the boosted damage which supports the theory of changing values.
u can shoot any ability in the game and while its flying, put a skill point into it, and the damage will get upscaled, the same goes for any stat modification that might happen
same goes for dots, thats why u lose the ability to undo shop changes if a tick of dmg goes off, bc the tick could potentially get amplified by what u bought
technically ur losing damage by killing/hitting a minion with a q before hitting the enemy since varus Q damage falls off the more enemies it passes through
@@nz4243 Well, didn't know varus Q did less damage per hit. I knew tho Things would change if i cast and then level it up. i don't know for channeled abilities like Singed R, probably works as rammus W.
Varus has been shifted grom AS to lethality & AP for a long time now, this is a buff I'd say
OMG, my varus will change 😢
2:03 Did they change the critical strike visuals for a worse one or am I tripping? I noticed that yesterday.
they did,and its absolutely dogshit
This seems pretty nice all things considered
Just wait for poke varus oneshotting midwave, ulting and oneshotting you too... Idk why they want to bufff this
this passive change is nice but also weird, i always think varus's passive is just a weaker version of jinx passive but now with these changes it is different and varus will maybe say goodbye to on hit build
I feel like those q damage changes were made cause a rioter didn't like getting blown up after jumping on a fed ap Varus..
Yep 100% true they hire monkeys that cant go anove diamond aince season 1... And they make changes
maybe phreak got blasted
you'd need 21 stacks of dark harvest for this to be considered a buff
Wow the Poke Varus would be more pain to deal now
Rejoice! They’ve added attack speed back AND kept some of the AD/AP buff (as of June 13)
Thank god
Hefty nerf to Varus, as his Attack Speed gain on passive was actually kinda insane and was a key player in his strong early game (Varus just could not be out-traded by most ADC'S with passive up)
I like the fact they're playing into a hybrid Varus thing here, but I can also forsee this potentially forcing Varus into pure Lethality, if not completely dumpstering him, due to weaker early game.
After all, Varus mainly competes with Ashe and Kalista for a team slot, who are also strong early game AD's with supportive elements to their kits.
As a Varus player, I like it. I can consistently hit the arrows, and this feels nice
Gonna be a new pbe change we never see on live servers
there goes my Ap attack speed Varus, we had a good run
As an otp varus midlane enjoyer who plays lethality and AP, this change makes me happy.
I guess thats good for Varus full lethality in aram x)
Splitpusher varus goes hard fr
Who can explain to me that I have mythic punch but Q volibear not cooldown in patch 14.12
Varus' W active % missing health damage always scaled up to 1.5x based on Q charge time. The only difference now is his cooldown refunds scale up to 1.5x based on Q charge time. This is definitely looking like a nerf though. Especially when you consider the fact that his W % missing health damage levels up by W skill rank now instead of champion level. So this is a bigger nerf than it appears. Most on-hit/lethality players max Q>W>E (maxing E second was viable with lethality against more squishy comps). Now at max W, the % missing health damage is nerfed from 14% to 10% at level 13, but the real nerfs are in between, from levels 4-13. Take a look:
W % missing health damage (increased by 50% at max Q charge time) - Before > After
Level 3: 6%-9% > 6%-9% ~ This specific level is unchanged
Level 4: 8%-12% > 6%-9% ~ 2%-3% nerf
Level 5: Same as level 4 ~ 2%-3% nerf
Level 6: Same as level 4 ~ 2%-3% nerf
Level 7: 10%-15% > 6%-9% ~ 4%-6% nerf
Level 8: 10%-15% > 7%-10.5% ~ 3%-4.5% nerf
Level 9: Same as level 8 ~ 3%-4.5% nerf
Level 10: 12%-18% > 8%-12% ~ 4%-6% nerf
Level 11: Same as level 10 ~ 4%-6% nerf
Level 12: 12%-18% > 9%-13.5% ~ 3%-4.5% nerf
Level 13: 14%-21% > 10%-15% ~ 4%-6% nerf
Levels 14 to 18: Same as level 13 ~ 4%-6% nerf
This is looking like early, mid, and late game nerfs, but remember, essentially the nerf scales (gets worse) because it's % health damage. I'm not really a fan of % health nerfs. This means that he will deal less damage to health stackers, and have less execute potential, even against squishies. Varus is extremely vulnerable when charging his Q so if he gets CC'd his damage goes out the window and he's most likely dead, so the buffed cooldowns don't compensate in my opinion. Let's not forget if his Q gets interrupted he gets 0 cooldowns refunded. Interrupting Varus during Q charge really ruins him for the rest of the fight; it's hard for him to recover. Lethality Varus can lead with Q from a bush, but on-hit Varus doesn't get to charge his Q mid-fight. If he does it's because he's using it for execute while the enemy is running away. Laning phase might be the only time Varus gets to safely charge Q.
All in all, I think his new passive will strengthen lethality Varus the most, but on-hit Varus wants the AP, so it's weird. I wish they kept some attack speed. It'll add more damage to his abilities, so he might have a more spellweaving, ability heavy playstyle. But we'll have to see if the bonus AD and AP will be enough to compensate for the nerfs. Tbh I'm hoping they'll buff his % health per blight stack again. Anyone remember pre season 13 split 2? In split 2 his % max health damage was nerfed from 15% per blight stack to 5%. Imagine that, a 66.6% nerf.
Yeah it always felt weird AF for an ARCHER to be themed around attacking quickly.....
Oh no Guma
Let that Varus passive stack.
They really need to do a clarification/cleanup pass on the tooltip scalings.
Varus's w % max health damage scales with 4.5% of ap(4.5% max health damage per 100 ap). The text at 1:52 says 0.045%, or increasing by 0.045% per 100 ap(which is a wopping 0.45% per 1000 ap. Which is blantantly wrong).
And its not consistent as other % effects will say they increase by the normal "x% per 100 ap"(sometimes even just stating it scales with x% of ap).
Like, these tooltips are supposed to give us info, why does it give said info in the least intuitive, and misleading(placing the % in a decimal, then keeping the % sign) way possible?
so ap hail of blades varus it is
get ready for passive stack in lane from minions with HOB into a 70% hp chunk on lvl 3
Gonna be honest why people think this is a buff to lethality? so just from testing LIVE vs. PBE On-hit seems like the winner here as it most of the time caps out attack speed and this is a net positive while lethality and AP builds loose out here because they loose some of the attack speed that was vital from his passive.
This is a buff to On-hit varus primarly, do not get confused. Lethality and AP are being toned down here.
I like the changes, but people overestimate electrocute. It's near useless as-is. Dark Harvest, however, is absolutely bonkers now. It'll stack so fast on top lane mages.
Varus buffs are fucking nice. I imagine him killing a wave of minions, and gaining over 100 AD and AP, and THEN hitting an enemy and popping them hard. This will make his laning super strong when he kills a minion, and shoots off a unempowered Q for wave clear.
Attack Speed Varus + Lethality/Mage Hybrid.
Teemo W is still not overloaded like scarnar kit. So lets at least give him attack speed like with the exact same Miss Fortune W.
That's a nice change for Varus. But I have one important question.
Who asked for it?
It's a shit change for varus
His q w works only with attack speed. Lethality build sucks as it requires you to pop w to get cool down back.. but u don't do attack speed. It's fkn stupid .. hire me riot because y'all dbasses with ur champions kits
Phreak lost to varus I guees
a riot employee with a 40% win rate on varus
when i was reading the passive and it says gain on kills but grant on champion kills.
My LoR brain thinks its permanent
good bye atack speed varus
hello ap varus even more then before
dark harvest change is kinda big ngl. 30 sec cd is huge for users and abusers
Losing the attack speed hurts. It helps lethality varus so much after he kills that first terget.
pretty big buff to electrocute, it was never really a scaling rune anyway.
seems like electrocute is getting closer and closer to the original thunder lords decree nothing ever really changes huh
I had the same exact thought. Thunderlord's meta was something special :D
crazy
Tank varus is back baby
horrible, varus on-hit is dead now :(
If I say, even better
All the bonus ad and ap increases varus on hit dmg.
So literally better since you don’t go over attack speed cap anymore. You scale literal better with attackspeed
Looks even stronger to me, as far as I'm concerned.
@@seanshroom u are right since they capped his as to 2.5 this patch it was not worth to go all his AS items and his passive felt weak mostly cuz u dont benefit on champ takedowns as u should now u can go full AS items rageblade bork kraken terminus wits end plus u have extra ap and ad dmg so on paper this should be better but i can see 95 % people in the comments yapping "he s ruined he s ruined"
Wouldn't the Varus changes kind of push him more to buying actual attack speed? He can probably no longer get away with not getting any attack speed unless he wants to attack super slow for the rest of the game, so that should possibly push him to purchase some attack speed items. Just my theory at least.
i feel like those are changes that benefit lethality varus which tbh is way worse to play :
Honestly electrocute change is a nerf. Few champions that take electrocute can proc it level 1 and by the time you get to level 3 the difference is rather negligible and not really worth dealing 30 less damage the rest of the game. Big from champs like leblanc though who can very easily make use of the extra damage.
The fact that electrocute gets consistently outdamaged by the sudden strike thingy and this barely changes anything ☠️
I genuinely thought they removed dark harvest. Why keep that tune & remove lethal tempo???
Rip varus :(
if the passive numbers were doubled it would make sense
A rioter probably couldn't last hit minions lvl 1, hence the change.
Well, considering that the only crit + AD item is Infinity Edge, this might be fine. I find it pretty annoying that as an ADC now you can chose between attack speed or attack speed. On the other hand this is a buff to lethality Varus, which I really don't like. Now I've got one argument less to flame lethality players, that sucks
NOOOOOOOOOO PLS DONT HIS PASSIVE IS SO GOOD DONT GIVE HIM SHITTTTTTTTTTTTTTTTTTTTT NOOOOOOOOOOOOOOOOOOOOOOO
Swain change coming when?
People were asking for Varus' passive to remove the attack speed cap but instead we got... this
Really surprised riot is trying to bring back hybrid builds after having gutted it completely.
Basically it's Underlord's passive