An update to Aphelios to iron out the kinks.
Gun Changes
One of Phel's biggest flaws is that all of his guns are a boon.
While there is usually a right gun for every situation, there is rarely (if ever) a wrong gun, since at no point are any of his options bad.
The result is that while the guy playing against Phel needs to watch an hour worth of guides to know what the champion they aren't playing does, the guy playing Phel gets to enjoy a champion who more or less plays himself.
Calibrum: The Sniper Rifle
One of the less problematic guns in the arsenal, Calibrum's extra range makes Aphelios good at harassing opponents. These changes make it so Aphelios is slightly worse at kiting with Calibrum out, and is more vulnerable to counter attacks when he goes for Calibrum harass or a follow-up to Moonshot.
Also, the synergy with Sentries is a tad strong, so that's getting hit.
- Attack windup increased from 15.333% of animation to 20% of animation.
- Attacks against Calibrum-marked enemies use Calibrum's windup if they are out of your off-hand weapon's attack range.
- If you mark the same target multiple times within 8.5/7.75/7/6.25/5.5 seconds (scaling with CDR and level) of the last time you marked them, your follow-up attack will not deal bonus damage.
Severum: The Scythe Pistol
Not a super flawed gun, but we can do better. Even playing Aphelios it feels weird that this gun has such long range, and the passive sustain with no downside makes him a bit too hard to punish in early laning for how strong he is later on. Later on in the match, Severum is somewhat underwhelming. As such, these changes aim to make Severum worse for early game sustain while making it more satisfying to use in the late game by giving it some Phat heals. I've also removed the ability for Aphelios to fully counter Yasuo's with Severum. He can still attack Yasuo through it, but he won't be getting his lifesteal.
- While Severum still does not use a projectile coming out, it now has a projectile coming back, containing the life stolen by Severum's innate lifesteal.
- Removed Severum overheal.
- -200 range while Severum is equipped
- Critical strikes with Severum now also multiply your lifesteal percentage
- Multiplier is 1.5 without Infinity Edge, 1.625 with infinity edge.
- Windup decreased from 15.333% of animation to 8% of animation.
Gravitum: The Gravity Canon
Honestly, no changes are truly necessary for Gravitum. The gun is fine, and I think having its focus on utility rather than dealing damage in a different way is the way to go.
If you had to do something, you could add a multiplier to Gravitum attacks AD ratio along with an attack speed penalty. This would give the gun some more weight (heh).
Infernum: The Flamethrower
This thing has been reworked entirely. The current version is literally an ADC Bard Meep that can crit. This is not a flamethrower, it's a goddamn grenade launcher.
Flamethrowers deal high amounts of DPS. They do not kill you out of nowhere by clipping you with a 450 damage burst 800~ units away from Aphelios because he flashed and crit when he attacked a minion wave that passed by while you were recalling.
These changes gut the up front damage dealt by infernum, but allow it to deal large amounts of backloaded damage if Aphelios can keep enemies exposed to it. Less of a horrifying amagamation of Bard and Jinx, closer to Rumble.
- Infernum basic attacks only deal 20% damage (these do not splash).
- Infernum attacks do not interrupt movement, but he is slowed by 10% for 1 second after attacking.
- Infernum attacks cause Aphelios to face the direction in which he attacked (allowing backwards walking). This lasts 3 seconds, until he attacks again, or until he issues a stop command.
- While Infernum is out, attack speed is hard capped at 1.25.
- Infernum attacks generate stacks of Moon Furnace. Stacks last 3 seconds, and their durations are tracked individually.
- If Aphelios has at least one stack of Moon Furnace, he spews a cone of blue fire out of his front, applying damage ticks every quarter second.
- The cone of fire deals ((0.3 AD) x ((1 + 0.01 per 1% crit chance) x (1.0 + 0.01 per 1% crit damage)) physical damage per second for every stack of Moon Furnace he has.
- Part of me wants this to be magic damage, but that would make him too hard to build against. Hopefully the crit incentives in his kit will be enough to stop people from breaking Black Cleaver on him.
Crescendum: The Chakram
No changes here.
This isn't because I think it's fine as is, this is because I have no fucking clue what to do here.
-_-
Active Ability changes
Moonshot
Unchanged
Onslaught
Unchanged
Eclipse
Gravitum is a fine gun in the right situation, but it's a massive pain to cycle off of because you can only use Eclipse in combat.
You only really want 10 charges of it going into a fight, since that lets you get a root off and be done with it.
It also kinda blows that this is the only ability that can't combo into other spells.
- Now targets a 250 AOE around your cursor, rooting any afflicted enemies in the area after you finish the cast time.
- Root duration reduced from 1 second to 0.5.
- Now re-applies the Gravitum slow.
- Now triggers follow-up attacks with your secondary weapon
- I believe this wasn't previously the case because it was far too OP when combined with the current Infernum, allowing the same one-shots you see from his current Infernum Ultimate to occur if you used Duskwave>Eclipse as the poor schmuck would not only be attacked, but they'd get clipped by up to 7 Infernum AOE's. Now that Infernum doesn't splash off the target, this should be fine.
Duskwave
I'm slowing down Duskwave's damage by adding another required input.
- Duskwave no longer does its follow-up attack automatically.
- Duskwave reveals targets hit for 2 seconds.
- Attacking a revealed target will trigger an attack on all revealed targets.
Sentry
No direct changes, just keep in mind that the changes to the guns apply to Sentry as well.
Precision Sentry is flat out nerfed, Resurgent Sentry has a shorter range but more healing, Binding Sentry is more or less the same, and Incendiary Sentry does basically no damage but gives you another source of Moon Furnace stacks even if you weren't attacking with Infernum yourself.
-_-
Ultimate Changes
Calibrum
- The applied mark is now the same as your basic marks.
Severum
- Heal changed from 200/300/400 to 50/100/150 (+.3 AD).
- Overhealing via Moonlight Vigil; Severum grants excess healing as a shield for 3 seconds.
Gravitum
Unchanged. Gravitum, again, is pretty much fine.
Infernum
We all know that this thing just isn't OK.
- Initial blast no longer deals extra damage.
- No longer triggers secondary blasts.
- Now causes all targets struck to have a debuff applied to them for 3 seconds.
- The debuff causes the afflicted unit to carry a 400 range aura that deals damage over time to units inside.
- Damage is equal to 1/1.5/2 stacks of Moon Furnace
- Enemies standing in multiple auras take damage from all of them
Crescendum
Unchanged. Again, I don't know if this one is OK, but I just don't know, man.