Suggested Champion Changes - Aatrox, Kalista, Azir and more
Title. Although these changes range from small VGUs to only changing a few abilities, they all have the same intent of balance in mind. Let's get right into it:
Base Stats - Health increased from 538 to 565 health. Armor increased from 24.4 armor to 27.3 armor.
Passive - Changed from a revive to a
-like ability that shields you for the amount of health you have in your blood well once you drop to 30% health. Has a 100 / 90 / 80 second cooldown. At level 16 and up, your passive cleanses you of any debuff that isn't hard CC upon activation.
Q - Not interruptible except by silences and certain miscellaneous abilities (e.x.
and
ult); hard CC is instead applied after you land.
W - The heal is now 67.5% as effective against minions, and 80% as effective against jungle monsters.
E - Unchanged
R - Passive: W damage procs decrease Q and E cooldowns by .5 seconds. Active: Damage is strictly halved from what it is now, but nearby allies gain extra MS, lifesteal and AS that decays over a 5 / 6 / 7 second duration. Aatrox also gains the decaying MS, and the duration of the allied buff (and his MS buff) also scales with AP (1 second per 40 AP), up to a cap of 10 seconds. Cooldown increased from 100 / 85 / 70 to 120 / 100 / 80.
As an Aatrox main, this guy definitely needs some love. Two of his major issues are his oppressive healing (which is what caused Riot to put him in this bad state in the first place), and his feast/famine nature (partially due to his healing and partially due to his pathetic base stats). So, I toned down his ability to heal back up from poke in lane and raised his base stats to make him more consistent, in addition to some minor QoL changes and an ult that adheres more towards Aatrox's lore.

Passive - Will of the Emperor (Azir gains AS from CDR) is now restored. Sun Disc 15% AP bonus damage decreased to 10% AP from 15%.
Q - Only moves 1 soldier at a time, as opposed to all of them (if 2 are active, the one that is highlighted is the one that will be moved next). Cooldown decreased from 10 / 9 / 8 / 7 / 6 seconds to 8 / 7.5 / 7 / 6.5 / 6 seconds, and the 1 second slow increased to a 1.5 second slow.
W - Soldier damage increased from 50 - 170 (based on level) (+ 60% AP) damage to 70 - 200 (based on level) (+ 65% AP). AS passive removed, and 10 / 9 / 8 / 7 / 6 secondsoldier recharge time decreased to 8 / 7.5 / 7 / 6.5 / 6 seconds. Multiple soldiers now do full damage when hitting the same target, from 25% damage. Furthermore, the ability cast range is now 350, from 450.
E - Cooldown decreased from 19 / 18 / 17 / 16 / 15 seconds to 18 / 17 / 16 / 15 / 14 seconds.
R - Unchanged.
With his Q being the key change to his kit, this is designed to make Azir less bursty and more hypercarry-like, in which his ability to burst down enemies is decreased, as his soldier's positioning is gated by his Q cooldown (this, and the restored CDR passive, encourage Azir to build CDR to offset this). With less of an ability to punish those who dive onto him (as he can't move all of his soldiers at once), Azir may need to save his E and R for defensive purposes, or he may need to save one soldier and his Q for the slow and damage. With less burst damage, and more defined weakness in his kit (he may have trouble when someone jumps onto him), Azir's DPS can be buffed up again.
Passive - 90% damage AA passive removed. The dash she gets whenever she AAs changed to only give her the dash on the AA after she casts an ability.
Q - Unchanged.
W - Name changed from Sentinel to... something else (any ideas?). Soul-Mark max health damage further decreased from 5 / 7.5 / 10 / 12.5 / 15% to 5 / 6 / 7 / 8 / 9%, and the damage is now physical damage, from magical. Sentinel scout removed; the active now becomes an autoattack modifier that deals 20 / 40 / 60 / 80 / 100 (+ 40% AD) physical damage and shreds 5% of the targets armor for 7 seconds. Has a cooldown of 8 / 7.5 / 7 / 6.5 / 6 seconds, and the armor shred can stack up to 3 times; the stacks refresh upon the application of a new one.
E - Unchanged.
R - Unchanged.
Kalista's unparalleled mobility (which I must say was pretty cancerous) is what caused her to be dumpstered - so I felt that gating her mobility with her ability cooldowns was the best choice. Overall, this small update would push Kalista from an AS stacking mobility powerhouse to an AD caster that focuses on building AD and CDR, with innate AS (while near her partner), tank-shredding and mobility.
Passive, Q, E and R - Unchanged
W - Heal changed from 80 / 110 / 140 / 170 / 200 (+ 60% AP) to 50 / 65 / 80 / 95 / 110 (+ 60% AP) + 5% of the target's maximum health. 8 / 6.5 / 5 / 3.5 / 2 second CD increased to 9 / 7.5 / 6 / 4.5 / 3 seconds.
This keeps her heal on squishies more or less the same (it's slightly lower, actually) at all stages of the game, yet lets her heal be more effective for a tank or bruiser with high health. The point of this change is to give Soraka an incentive to heal champions other than a carry, such as a frontline tank in order to mitigate the poke they are tanking or a bruiser that is being kited by an ADC. It then follows that Soraka will have to position herself to be able to help more than one member of her team, as opposed to just following the ADC around the entire time (possibly making her a target as well). The 1 sec CD increase compensates for the overall increase in healing power, giving enemies a slightly wider window to kill Soraka's allies.
Passive - Yasuo's critical strikes grant him 15 / 20 / 25% movement speed for 1 second. Flow unchanged. Yasuo is guaranteed to critically strike on targets with less than 15% health.
Q - Still crits for 75% damage, but the tornado consumes 25% of max flow (it won't cast without it). Furthermore, instead of crit chance being calculated individually for each individual target hit, if it crits on the first target, it crits on all of them. Damage changed to 15 / 45 / 75 / 105 / 135 (+ 75% AD) from 20 / 40 / 60 / 80 / 100 (+ 100% AD), and the static cooldown is increased to 5 seconds, from 4.
W - Consumes 100% of current flow and creates a wind wall in a 90 / 95 / 100 / 110 / 115 degree arc in front of him (that is attached to him in a manner similar to Braum's shield) for 1.5 seconds. Shields him for 70 - 350 (based on level) at max flow, and 30 - 150 (based on level) health at 0 flow. This shield lasts for the same 1.5 seconds that the windwall is created. 26 / 24 / 22 / 20 / 18 second cooldown reduced to 20 / 19 / 18 / 17 / 16 seconds.
E - Yasuo can only dash up to 4 / 4 / 5 / 5 / 6 times until he gets a 7 second static cooldown. However, the dash is 25% faster, and the amount of times he can dash refreshes after 3 seconds of not attacking anything.
R - In addition to the armor pen, Yasuo gets 40% slow resistance for 6 / 7 / 8 seconds.
The problem with melee ADCs is that they are more item dependent than level dependent, meaning that with both, they are very feast or famine; this is most definitely the case with Yasuo. Some of Yasuo's more annoying features were altered or fumbled around (e.x. free crit passive, anti-poke shield) to be more fun to play against. Now, Yasuo has to manage his flow properly in order to get the most benefit out of his kit, and he can't infinitely dash around minions anymore, but is still rewarded for building crit and for executing his combo correctly.
So what do you guys think?