Are people actually downvoting this? Dude is obviously exaggerating on a few numbers but the point still OBVIOUSLY stands. To anyone with common sense. Even if you consider Draven auto hitting so hard early game... it also provides opening in his defenses to use it, especially early game. There is literally counterplay built into the ability... thats the problem with aphelios... there really isnt any openings his kit provides... MF has to stand still for ult, Aphelios can cast ult while moving. Jinx has to spend mana to use rockets, Aphelios just has to have the weapon equipped, oh and they can hit an entire wave at once, allowing you to clear entire waves way too quickly without spending any mana... His cc does more damage than if vayne lands a condemn on a wall (which can be outplayed through positioning), and jinx has to drop traps on that ground that take time to activate and allow counterplay. But Aphelios can just use it whenever he has autod someone recently... without having to put himself into an unfavorable position to do so. He literally has lifesteal built into his kit... Believe it or not... he is the ONLY adc in the entire game with built in lifesteal. And his turrets deal more damage than heimer turrets without having to risk landing abilities to allow it to happen (if we remember that was the main goals of the heimer rework, forcing heimer to have to interact with his turrets by putting himself at risk to unlock their full potential... allowing for counterplay and expression of skill)
He is basically a low risk/high reward champion that actually kind of plays itself. You snipe someone and you switch weapons and the only ability you can use does something useful... oh good you hit your buttons and did a ton of damage while providing utility and possibly lifesteal without even trying... I get there are minor nuances that make his kit difficult to manage in certain situations like being comfortable with ranges of weapons and sometimes planning ahead a weapon combo that will be useful for big objective teamfight. But even if you go in with the wrong weapons... you will still be useful... so theres another low risk/high reward scenario. It just doesnt feel like you can do anything wrong when using his abilities. I mean if they want to keep the abilities like they are... the numbers need to be nerfed, the champion needs to be able to thrive on its utility if you want to make them a swiss army knife. It can't just be on par or better than everything its mimicking. He has a 51% win rate right now... While there are exceptions. Most new champs start at a lower win rate because everyone is spamming games when they first come out and most of them have no clue how to play the champion... many will give up or end up disliking the champ, but regardless... point is... 51% win rate RIGHT AFTER release... for a champion that was sold as "difficult"... yea... no...
My opinion that nobody asked for...
--His ult needs to function like jhin's ult. or heck even jinx ult... where he has to setup a "load" before firing and stands still for the animation.
--As far as snare... I would say allow the ult to trigger snare ability after the first hit, but everything else you should need to hit someone 2-3 times to charge up the snare before being able to use it. This would allow an enemy to play around it and give some actual meaning to the ammo and knowing when to engage to try to proc this.
--The turret I think should function like a kallista mark. If you auto someone the turret hits harder, if turret autos someone, you hit harder. If the numbers were right, this would provide thoughtful play and a chance for actual thought put into when and how to use the turret to its fullest.
Obviously for these to work numbers would have to be tweaked, and I have no interest in working out some reasonable numbers right now (I'm also not being paid for it... somehow the guys at Riot are though...).
TL;DR: anyone that thinks this champion is balanced is literally insane... or trying their damdest to abuse the crap outta this for as long as they can to climb elo.