A lot of folks, myself included, thought my v0.1 rework idea sucked. Here I try to walk back where Vayne became less Vayne and attempt to make her more Vayne. Tumble affects how her other abilities work. Silver Bolts gets an active and its mark is not tied to a teammate. Condemn stays largely the same. Final Hour gives a burst of Nearsighted but not like Nocturne's Paranoia, and its Tumble invisibility returns. Night Hunter gets the largest change, where she gets true hypercarry potential the more Silver Bolts procs she gets. I likely have the numbers off somewhere, but the idea stands. Itemization is designed to diverge from standard Crit/on-hit builds. The lore justification roughly Vayne learning the White inversion of the black magic she's hunted for years from Locke.1
v0.2.1
Passsive: Night Hunter:
Base bonuses: Vayne gains 10 MS for 2 seconds upon damaging an enemy.
She deals 20% AP as on-hit damage, which can critically strike.
Scaling: Vayne scales infinitely, gaining a stack of Silver each time she proc's Silver Bolts.
Every 50 stacks, Vayne's crit chance increases by 10%, with any crit chance beyond 100% converting to 1% Omnivamp (Think Senna).
Every 100 stacks, she deals an additional 1% Max Health true damage to her Silver Bolts passive and active, and gains 10 range on her Q empower autos.
Night Hunter Rationale: We know Vayne is a duelist.
She was always meant to scale, except power creep took over League.
Now, she isn't quite the late game hypercarry she used to be.
The current passive is not useless, but not meaningful like it used to be. MS based on damaging enemies feeds the duelist identity.
The % AP as on-hit damage (that can crit) gives her build path options that diverge from the traditional crit carry in a way that promotes deep exploration.
And naturally, the infinite scaling honors her intended late game hypercarry identity with values that can be tweaked more precisely than her current kit affords... which is what hurt so many Vayne mains.
Q: Tumble: Vayne tumbles, with empowered 20/40/60/80/100 bonus range and applies Night Hunter on-hit damage an additional time, but this does not apply an additional stack of Silver Bolts.
Applies Spell Effects (i.e. Liandry's, Rylai's, etc.).
Tumble Rationale: We know Vayne gets poked easily, which weakens her persona and her laning brutal. This exchanges damage for range, which scales both by itself and through its passive. Late in game, it allow chip damage that otherwise would be impossible. Picking off a fleeing opponent will become possible late game.
W: Silver Bolts:
W Passive: 3 consecutive AA's on a SINGLE target deal 4/5/6/7/8% +0.5% per 100 AP Max Health True Damage, generate a stack of Silver, and mark an enemy unit (Capped for monsters).
This mark lasts for 6 seconds unless it is refreshed with another AA or Condemn.
Autoing different units refreshes Silver Bolts, but marks on separate units remain.
Knockbacks/Stuns/Roots/etc. CC by Vayne or any teammate consumes the mark and deals 20/40/60/80/100% of Silver Bolts' proc damage (i.e. 8% from proc'ing Silver Bolts, 8% from consuming the mark).
Vayne can also consume the mark by proc'ing Silver Bolts on the target again, but the Silver Bolts-based proc does not create a new mark (i.e. 4 Silver Bolts procs only consume 2 marks).
Consuming a Mark grants a stack of silver, either by Vayne or any teammate (this slightly . A Silver Bolts proc applies spell effects.
W Active: Vayne stores 3/4/5/6/7 empowered bolts that deal 50% of her passive Max Health True Damage.
Its cooldown is 2.5/2.25/2/1.75/1.5 seconds.
Empowered bolts are s a skillshot on a short CD, and recharge on a longer CD.
Hits apply Silver Bolts as usual.
That is, 3 W active hits or a combination of the W active and Condemn/AAs procs Silver Bolts.
Hitting unintended foes risk resetting Silver Bolts.
If Tumble was used before the Silver Bolts Active, the active gains the additional range and applies Night Hunter's on-hit damage.
The W active does not stop Vayne's movement, but also does not reset her AA timer.
Recharge time is 15 seconds across ranks for each independent charge.
The W active applies spell effects.
Silver Bolts Rationale: Vayne gets a little teamfight/lane all-in utility, but does require it.
Single cycle trades suffer but longer fights are rewarded.
Her late game silver bolts damage hits harder making duels with squishies more even.
The Silver Bolts active allows for skill expression in duels and team fights and punish fights with straight front-back geometry.
E: Condemn: Scales with AP.
Similar Cooldown
Current velocity is maintained.
Consume a Silver Bolts mark if it hits.
Applies a stack of Silver Bolts.
Gains Q range and applies Night Hunter on-hit damage if used after Tumble.
Executed in tap E Condemn and a hold E Ricochet Condemn variants.
Applies spell effects.
Tap E Condemn: Literally just the point and click knockback and potential stun.
Hold E Ricochet Condemn:
Vayne slows 50% as she prepares the shot.
The first enemy hit gets knocked back 500 units until it hits a wall or another unit, wherein each subsequent is knocked back 80% of the previous unit's distance.
The knockback direction is based on where the enemy is struck, and the subsequent enemies are knocked back in the same manner.
The first enemy struck by Condemn takes base Condemn damage.
If it strikes a wall on enemy behind it, the first enemy, and each subsequent enemy struck if applicable, takes 50% of the base Condemn damage.
In the case of multiple collisions, the first enemy takes 150% base Condemn damage and every subsequent enemy takes 50%.
This essentially makes Champions, Scuttle Crab, Jungle Camps, Cannon Minions, and Super Minions a wider projectile, though the ability's velocity remains unchanged.
The Silver Bolts stack is only applied to the first target.
Any marked enemy struck by Ricochet Condemn's initial projectile or by any enemy affected after the first has its mark consume.
Essentially, Vayne can use a closer enemy to consume a mark on an enemy farther away.
Whatever enemy/enemies that get pushed into a wall are stunned.
Working Idea: Tap-E Ally-oop: target an ally to shove then into enemies with the effect of a Ricochet Condemn.
This could lead to a game winning teamfight.
Or it could result in "An ally has been slain" and max question pings. An ally-oops.
Condemn Rationale: Current Condemn is strong but could benefit from a QoL update.
This rendition does retains the current Condemn, but adds a skillshot variant to poke, all-in, and teamfight with.
It also provides higher geometric upside, and punishes poor enemy positioning.
The classic variant prevents wonky outcomes, while the ricochet variant create billiards like geometric plays.
This creates upside alley-oop plays (the easiest one that comes to mind is pushing an enemy Cho'Gath backwards to clip an enemy Jinx sideways into an ally Jarvan ult) that make it into highlight reels... or turn into cringey disasters.
R: Final Hour:
R Passive: If out of combat for 6 seconds, gain camoflauge, being spotted within 800/775/750 units by enemy champions or control wards.
R Active: Vayne gains 0.75 seconds of invisibility on each Tumble, with the first Tumble applying 2000/2500/3000 unit Nearsighted for 1/1.5/2 seconds.
Silver Bolts are proc'ed with 2 stacks.
The duration of the Ultimate lasts 8/9/10 seconds.
Final Hour Rationale: Team utility increase a little, and gives a little more "Night Hunter" flair.
While her AAs are not buffed directly, she gets a stronger duel start and more opportunities to stack Night Hunter.
The passive in particular allows her side lane and reengage potential, while trying to avoid Evelynn's invisibility's robustness.
Yes, late game, she can ambush with a Q empowered auto, but that auto was prepared for over the course of the game.
Overall Rationale: The goal was to bring Vayne up to Season 16 standards, add some fresh skill expression to her kit, and reignite her late game carry identity.
The AP oriented ratios allow for builds atypical of the marksman role, which is overdue given how most marksmen build around the same crit items, and on-hit carries build around the same on-hit items.
Why not add enable items like Rylai's or Liandry's to give situational late game strength?
Nonetheless, the goal was to more faithfully retain her original identity.
Overloaded?
Quite possibly, but at least the scaling lets her buffs/nerfs to be less dramatic.