Better buff Aatrox - wishlist
I've deleted the old thread due to some of my missunderstandings, and i will write this with added comments for each modification :
Before i start : ** -This is just a QoL & numbers changes & small reworks - no full rework ideas and i don't inted Riot to implement them ALL AT ONCE**
Let's start first with his passive :
We all know that due to his free GA and sustain, he severely pays for it with his mediocre base stats and his horrible scaling.
1). So, one of the QoL changes to his passive should be this :
- Every stack he has while he dies, and his revive passive animation starts, it's lost. For example, if i have Guinsoo's Rageblade stacked, Wit's End stacked, and my W is ready for the 3rd hit, if i die, while my passive animation is ongoing i lose ALL those stacks + my Attack Speed from Blood Well. There should be a timer stop for every stack. It's like when im coming back from dead, i lose 200% of my power. This is very frustrating and should not happen. Basically one of my advantages turns into a disadvantage (not being able to attack due to the long animation).
2). Q - Dark Flight possible changes Cons as it is right now : -Telegraphed - enough time for everyone to prepare a counter -Very easy to interrupt -Hard to land the knock-up - and when landed, the damage it does late game is very low compared to it's %health costs. Very low reward for landing it late-game. -Usually after landing the knock-up (if it lands) it's followed by a dash-type spell of the enemy champion - leaving you open and vulnerable, especially vs. a ranged champion
- Cooldown very high for such an unreliable spell (easy to cancel, small knock-up radius)
- Very bad scalings, if we consider the %health costs.
Pros :
- Pretty good cast range. Should stay this way
- PHYSICAL DAMAGE: 70/ 120/ 165/ 215 / 260 (+ 100% bonus AD) from 70 / 115 / 160 / 205 / 250 (+ 60% bonus AD) - from 60% bonus AD No matter how much AD i have right now, most of the time i succesfully Q into one of my targets when i'm at full HP, almost everytime i do more dmg to me than to the enemy opponent (if we add the armor). Make his Q hurt a little bit
** - Make it refund 50% cooldown when interrupted**
** - Add a reward for landing the knockup, and add a phage effect for 2 seconds**
3). E - Blades of torment
Cons:
- Pretty bad/weird/unclear projectile width
- Again, bad AD scaling
- Slow projectile speed - easy to avoid
Pros:
-
Good for poking - but against good players hard to land - not so reliable
-
Source of Magic Damage
-
Doesn't really fit to his whole kit/lore
In my personal oppinion i think this spell should not exist in his kit and should be replaced with something else, but as we don't speak about reworks right now, the only thing i'd do to this spell is:
**Revert some of his old base damage when maxed:
MAGIC DAMAGE: 75/120/165/210/255 (+ 60% AP) (+ 60% bonus AD) from 75 / 115 / 145 / 180 / 215 (+ 60% AP) (+ 60% bonus AD) SLOW DURATION: 1.75 / 2 / 2.25 / 2.5 / 3 SLOW EFFECT: 20/30/40/50/60%** Add some stickiness also to his late-game with some improved slow
4). W - Blood Thirst
I would split the healing requirements into :
Heal: 20 / 25 / 30 / 35 / 40 (+25% bonus Attack Damage) against minions
Enhanced Heal: 60 / 75 / 85 / 95 / 105 (30% bonus Attack Damage) against champions and monsters / epic monsters
**These numbers are the hardest to come up with, but it would :
- Lower the %bonus AD ratio that would make him unstoppable when ahead
- Remove the - auto- attack minions just to heal up everyfucking time and stay in lane forever
- Remove the unhealthy < 50% improved healing that makes it useless against most burst champions**
(Blood Price) Every third attack, Aatrox deals bonus physical damage and loses Health. Cooldown: 0.5 seconds Bonus Physical Damage: 60 / 95 / 130 / 165 / 200 (+100% bonus Attack Damage)
Health Cost on Third Attack: 15 / 23.75 / 32.5 / 41.25 / 50 (+25% bonus Attack Damage)
Pros:
-Pretty good damage vs. squishies but not enough (i would need to hit like 9 hits on an ADC to deal his health pool if i miss my Q and E) - pretty hard to get 9 hits as a melee against a ranged champion. -Sustainable damage vs. tanks early
Cons: -Pretty lackluster late game vs. tanks, considering Aatrox doesn't have place in his kit for % ARP
Nothing to change here right now.
_ 5). R - Massacre (Active) Aatrox draws in the blood of his foes, damaging all nearby enemy champions around him and gaining increased Attack Speed and bonus Attack Range for a short duration. No Cost Range: 550 Bonus Attack Range: 325 Cooldown: 100 / 85 / 70 seconds Magic Damage: 200 / 300 / 400 (+100% Ability Power) Attack Speed: 40 / 50 / 60%_
Pros:
- pretty good Atack Speed bonus
Cons:
- Bonus Attack Range pretty useless... it's not very low, but not high enough to make a big change
- Irrelevant 100% AP ratio
- Although it seems a pretty god chunk of damage (400), it doesn't do any decent job due to base MR of every champion, considering Aatrox doesn't build magic pen
What i would change : ** -QoL - make his sword longer, to match his Bonus Attack Range -Remove the AP ratio and, instead add 20% bonus armor penetration while the effect is on-going to help him deal against late-game tanks -Magic Damage : 100/150/250 + 100% bonus AD, from 200/300/400 (not too much increased damage early for OP duels, higher scaling, for late-game teamfights) -Add a FEAR effect to the closest opponent for 0.5 seconds**
TL;DR what my changes would do :
_**- Add more reliability & stickiness to his kit. After all, he is a Diver, not a Juggernaut.
- Remove some of his sustain in lane
- Remove some of the "unkillable" feeling when ahead due to my Blood Thirst changes
- Balance his healing around his all health pool, not just when below 50%
- Make his ult more "fearable", and remarkable
- Some QoL changes**_
I hope i get some attention and i didn't spent my whole day working for nothing.