My bit of feedback on the possibly upcoming PBE Aatrox experimentations

PaffWasTaken··1 votes·2,212 views

https://i.imgur.com/BXTtBwm.png[/img]

Even if those changes would be quite interesting, I fear that this kind of changes will just bring him back to his past self who was deemed problematic and that it even enhances the problematic aspects, AKA it gives him even more utility and raw power in competitive/teamplay while making him even weaker solo (which doesn't make sense for me, since his rework implied him becoming a lane 1v1 oppressor). Of course, the second dash charge returning is awesome, it is something that was highly requested and is still something necessary for Aatrox's kit until more in-depth mechanical changes come to his Q.

The ult changes, on the other hand, seems quite problematic to me. It just becomes an insanely powerfull teamfight tool, while being almost utterly useless in lane if we forget about the AD boost. In fact, the only really usefull change that isn't optimised for teamfights is the new champion fear. Sadly, this is only usefull as an escape tool or a short stun to guarantee a kill, and this pretty much cuts some possibilities from Aatrox's ult since his ult is also used in a various array of ranges, some of those ranges being too far from the lane opponent to use the fear (for example, in some turret dives or hard engages). This wouldn't matter much if the ult didn't change that much though. But the fact that it is now insanely weaker in 1v1 scenarios just limits a loooooot of his options. He can no longer do turret dives and expect to live, unless he manages to get a kill, then he'll get his revive off but his movespeed would be so slow that it is almost guaranteed that he gets a turret shot or two, with high chances of killing him. He can't even use it to fight while getting ganked anymore (unless he uses it as an escape tool, as I said) since he won't get a revive unless he gets a kill. With how high burst damage is right now, pretty much anyone can kill Aatrox, and now they can do it without fear of him getting a revive and, even if he gets one off, he can't reposition anymore to put him at an advantage. As I said, it is way too easy to kill Aatrox and this was fixed previously by his ult, but now it significantly is weaker (old Aatrox had much much more survivability, hence why the immobile revive wasn't that much of a deal). BUT, even after all this, he is waaaaaaay stronger with those changes in competitive and teamplay. Even if an Aatrox would get destroyed in lane in championships, the raw utility and raw power coming from his ult can just melt through an entire team with cooperative setup, and this is quite problematic since he got presumably nerfed because of his performances in set-up gameplay.

In conclusion, interesting changes, but they either need some additional ones or else be recycled into something else helping him in the fields where he actually needs help instead of focusing on those where he was already problematic.

3 Comments

Commander Javik2 votes

I just want Aatrox to have better base sats . Its ridiculous when you check Kayle base stats and realise that a ranged hard scaling late game carry gets more HP than someone who is considered or meant to be a juggernaut because he has a revive . I also want Aatrox to get his healing on minions back because i am just annoyed to be forced to take second wind , cookies or rejuvenation beads just to be able to heal after a trade .

I also want to make use of my auto attacks consistently for damage , not once in a while .

Thingamajig1 votes

just look at competitive play and see how often he gets killed in his ult before getting an assist/takedown this is the competitive nerf ie nerfing his consistency and competitive cares a lot about consistency

the compensation buffs are strong but for soloq alone but i think its easier to balance around than his pervious iteration i think just the fear is an overkill

Ragnaveil2 votes

Uh, this version of Aatrox is worse to balance than his previous self. Riot was afraid to balance old Aatrox because the kit's reactions to changes were volatile. It would either make him too good, or too shit but more times than not it didn't make him too good, he mainly stayed in a hunched state till Runes Reforged gave him the stats he needed. This version is 100x worse to balance due to the fact of: A mechanic that grants bonus damage in a specific spot (requires the rest of the spell being weak as shit and slow) 3x Two dashes A fuckton of AD steroids (before nerfs) Minion sustain A pullback

Like, so much unnecessary shit was added to the kit that the kit itself is an issue, and no type of balancing can "fix" this pro vs soloqueue problem until he gets a mini rework that does the following and shifts him to be a late game juggernaut (his early is such ass anyway from the sustain gutting and damage nerfs): Passive: E passive becomes a secondary passive, Primary should reward him for dragged out fights that he's contributing to. Q: Q1 removed, Bonus damage on Edge removed, Bonus damage then is infused with either the base damage, ratio, or a split of both. Q animation speed towards end of cast increased. W: Remove it and make a new damage spell that he can use that has a slow. If he's gonna be this spellcasting Juggernaut, he needs more than one primary damage spell. If not, try to add something that gives him auto agency that isn't inconsistent like his current passive. E: Sustain removed (Moved to P2, minion/monster sustain returns but at flat value vs damage dealt (damage dealt applies to champs only)), AD steroid lowered (trade-off for Q being more consistent in damage with its changes and W being a new damage spell), E gets two charges at rank 3 R: Grants 25% AD all ranks. Revive conditions changed to: If Aatrox dies during World Ender, he heals for the healing he got during the duration (healing value scales with % Max HP), and at the end of the duration he heals for the healing received as well (There's no excuse for this not happening when Grievous Wounds exists and his healing vs champions isn't even that great). Cast time is lowered to .25 (same as the suggested change).

These changes will hurt not only his pro, but make his soloqueue even worse if they remain the same as is. The GA being blocked behind needing a takedown just makes him Kayle but worse in the early game (At least Kayle can survive a shitty lane phase) and late game.

Also, the fear isn't overkill considering he doesn't have Dark Flight, if he did then yes it would be overkill.

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