Thoughts on Aurelion's kit
So, I'm really fascinated by the new champ's kit and how it all revolves around his passive. It really defines this champ's playstyle and also thematically fits with his character. That said, I feel like there's some missed opportunities with the passive that could make it better.
One of the key things I'm getting from this champ is most of his damage will come from hitting people with the ring of orbiting stars. This is probably his most defining playstyle, but also, I feel, the most difficult aspect of playing him. I watch the spotlights on him and can't help but feel the stars orbit too slowly or the ring is too thin. I understand it's just a passive, and at this time I don't have the stats on his base numbers and ratios to see the big picture, but I thought, "wouldn't it be better if this passive had some extra scaling aspects to it?" (also, I'm aware leveling his W increases the base damage on his passive).
So crazy idea: what if the star's orbiting velocity scales with attack speed? This'll make
an item to consider on him, at the very least. I just feel like having some way to increase the speed of those stars would not only make sense for the champion, but also easier to play. You could even make it a passive portion of one of his active abilities (like his ult) or have the speed scale with his level. I'm sure when creating this champion, the speed of the stars have been tested, and the current iteration is what they decided on, but I want to know why is there no further augmentations available for such an aspect important aspect of him?
If not the speed, why not the size? or the number of orbiting stars? Have leveling up the ult increase the number of star/size/speed of the passive, or have them scale with his level. Why not have the W active speed up/hugify stars since it is a larger radius to orbit around (although it does look like the stars are slightly larger and faster during the W from the videos I've seen. It would be nice to add that to the tool tip).
Of course, all these suggestions are interesting to me because it feels like it would enhance this champion's play experience, but I also have to think about the opponent that would inevitably play against this champion. Adding these augments/improvements to his passive does make him more effective, but at what cost to the opponent? I'm sure Riot has run into similar things as what I'm talking about here, so I'm curious what were some of the arguments (or, if there had been none and this is a first) for these kinds of idea on the passive. It certainly would give more levers to play around balancing him. Maybe all these extra toys for his passive weren't implemented because the numbers on it are already too great. Maybe they decided to go for a "hard to hit with, but massive when it does hit" approach instead of a "easier to hit" approach.
PS: watching this video, I also have to ask: what if the Q scales in damage as it grows? From a visual standpoint, it'd make sense. From a gameplay standpoint, I think it'd also make sense because if you're putting the effort to create such a large explosion, wouldn't it be better if it did more damage? Granted, you're making a gigantic aoe stun (which is pretty impactful already), but a tiny damage scaling just makes so much sense to me.