Aurelion sol’s “mini rework’s” problems and possible solutions to fix it

RadicalGamer56·8/30/2019, 7:38:28 PM·6 votes·5,029 views

A lot of people have been talking about Aurelion’s rework, more then I thought they would at least, but I digress. The major points people are bringing up are the problems with his new W and E. Most of them I agree with. He is losing his sustained fighting capabilities by changing his toggle to a spell, and I know that it has a two second cool down but I think that the change to his W as a whole has messed up the whole thing. Just to provide an example, let’s say someone is on the last eighth of their health and your chasing as Aurelion, the character is in range of your stars you activate them and do some damage, but they don’t die, now your speeding up and your stars are misaligned now. You would have to readjust, but in the time that you take to realign and the Cooldown is up, the enemy has either recovered or gotten away or have done something else to survive. That is just a scenario and there are many other like it that can happen, but moving on to his E. Riot’s goal was to increase the roaming/ late game potential of Aurelion but the most common consensus is that it has been reduced and is now more punishable. The Cooldown is now 20 seconds longer at each stage and the passive is gone, so if an Aurelion sol decided to use the Q+E combo and go to another lane for a gank, he can be punished while returning to his lane if the jungler catches him in the jungle. Not to mention that the passive made it easier to run the Q down the middle lane without having to use his E and only being able to go so far.

As for my personal recommendations I feel that the changes to the Q are completely fine. While For the W I would keep the “let it rip” part of the ability but make it decay back to the original active speed and have it active until the player deactivates it (make it a toggle that has an enhanced startup), I would also remove the W’s speed increase, i think/agree that it would only cause more problems then benefits. Then for his E I would keep the changes, but I would add the movement speed passive back on to it. And other then that I don’t really have a problem with anything else.

Some people may think my suggestions might be a unfair advantage, but I think it might be a good compromise. It would give him burst damage but also make him a battle mage again kinda like a hybrid of the classes and also buffing him enough to keep up with the meta and also satisfy all the people that have put effort into learning the character by not changing him or making him easier, but also for people new to Aurelion to lean fast.

I’m going to add a poll with three choices, please don’t pick to leave him as he is if you don’t have at least a Mastery 5 on him it’s not fair to the dedicated players if we are out numbered by people who aren’t experienced with him or people who are just haters

2 Comments

hazerddex8/30/2019, 11:03:37 PM3 votes

I agree with your w changes keeping the toggle is a must have for sol regardless of what they do that is the worst change they could have made to this nerf again I refuse to call it a rework because it has more negatives then positives.

Rhegatis8/31/2019, 12:23:59 PM2 votes

His W and E needs to be back, he really never needed that changes in first place he was fine as he was. Without passive from E he feels so slow i dont care about his e longer range because passive speed was much more usefull anyway and for longer range i could always pick one more point in E early, now picking points in E feels like a total waste. His W speed boost is also pointless it really not helps with positioning and only makes it more complicated i press it and i feel like my dragon wants to jump on enemy assasin and commit a suicide in teamfights i was so useless when i failed to one shot enemy adc or apc it was over for my team. When W wears off im totally open and cant defend myself, without wasting an ultimate.