Aphelios doesn't need to be deleted, he needs drawbacks for each weapon

invisiblecat1·1/11/2020, 4:44:56 AM·2 votes·905 views

I know Riot intended for his drawback to be "he only gets two weapons at a time," but his kit still feels overloaded.

First, his W needs a cooldown. This should be an obviously needed nerf. Being able to switch between the two weapons so quickly is too forgiving, and he should have to wait AT LEAST one second before switching back. Also, his Ultimate probably should be more utility-oriented, in the sense that applying effects from a long-range is okay, but one-shotting entire teams with his flamethrower+R is fucking bullshit.

Finally, I feel as though these are the ways each weapon should be nerfed.

Sniper Rifle: Since it has such a long range, critical strikes and other basic attacks should deal reduced damage. Currently, with his Q and bonus range, this weapon is far too good at poking safely. Basically another Caitlyn, and we all know how cancerous she is when she's meta.

Healing Pistol: It's too safe of an option. My preference would be a range decrease on his auto-attacks. It shouldn't feel just like free sustain and attack speed with his Q, but he should have to get closer to abuse the healing portion. This way, if an assassin is on top of him, the nerf won't make a difference, but his lane sustain and overall effectiveness of the weapon will be nerfed.

Gravity thing: Honestly, even with the 30% slow every auto-attack, it's the most balanced of all his weapons. However, I feel like he should attack slightly slower with it, as having a free frozen malet in his kit is still oppressive for melee supports and everyone in general.

Flamethrower: By far, the most broken of all his weapons. Make it more AoE oriented, by decreasing single target damage. The target of each auto-attack shouldn't take full damage, and the bonus flames on critical strikes really aren't necessary.

Chakram: The increased attack speed with range is a cool trade-off, but this weapon has WAYY too high of a DPS. Taking full basic attack damage from this weapon while also gaining a bonus AD steroid with level is overbearing. This way, in order to deal more damage with this weapon, Aphelios either needs to be really close to the target (which he shouldn't be), or have a lot of chakram's built up.

1 Comments

IP Masquerena1/11/2020, 11:26:50 AM1 votes

I think the Astilla from Warframe is the best example on how to balance Infernum.

Astilla works in the same way as Infernum, shoots a projectile that shatters on contact, but the damage is distribute like this:

75% on direct impact and 25% on the AoE shatter.

Infernum can work in a similar fashion, 75% of damage is dealt to the primary target and 25% to enemies behind, then the 25% be increased by the same math as now.