@Meddler Rebalance of Aatrox to make him more well rounded, balanced and less specialistic

Kingsgrave··1 votes·353 views

I MEANT GENERALISTIC INSTEAD OF SPECIALISTIC IM BAD AT TITLES IM SORRY I MEANT GENERALISTIC INSTEAD OF SPECIALISTIC IM BAD AT TITLES IM SORRY I MEANT GENERALISTIC INSTEAD OF SPECIALISTIC IM BAD AT TITLES IM SORRY I MEANT GENERALISTIC INSTEAD OF SPECIALISTIC IM BAD AT TITLES IM SORRY I MEANT GENERALISTIC INSTEAD OF SPECIALISTIC IM BAD AT TITLES IM SORRY I MEANT GENERALISTIC INSTEAD OF SPECIALISTIC IM BAD AT TITLES IM SORRY I MEANT GENERALISTIC INSTEAD OF SPECIALISTIC IM BAD AT TITLES IM SORRY I MEANT GENERALISTIC INSTEAD OF SPECIALISTIC IM BAD AT TITLES IM SORRY

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Aatrox's current problem is that he rushes 1 or 2 Sustain related items and then builds full tank. You can't do anything to him in lane because he can poke you down then execute you if he ever gets the chance, and no amount of poke could really ever hurt him when he was good before being nerfed a while back.

Sustain Tanking while also being able to Carry and also being able to Tank are not good things for a character to be able to do, so I focused on what makes Aatrox interesting and unique aka basically removed his Tank qualities and ability to be a Tank.

His early game in lane is far weaker than on live but his mid to late is MUCH better just by scaling with levels. His jungling is also better in many ways but is still somewhat weaker Early to make up for his ability to basically ignore most damage with high enough AS and AD mid to late game both in the jungle and in skirmishes.

Context written in Italics below Bolded Ability

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TLDR:

  • Now Classified as Fighter/Marksman instead of Fighter/Tank
  • Passive has longer CD until Level 13 and less bonus Attack Speed until below 50% Health
  • W CD is increased to force Aatrox to make a choice between the two during fights
  • E has less damage, more range and far more slow to stop it from being a Nuke or Poke
  • Ultimate loses damage to become a Carry and Steroid Amplification Ability with a free Cleanse

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Blood Well (Innate Passive) Far less Attack Speed with more Health to stop Aatrox from overpowering people in trades when at high amounts of health and putting an actual risk and cost to constantly keeping himself topped off with his W Heal. Blood Well generation is tripled when the Bar is White to aid his ability to quickly start fighting people again and to stop him from being instantly nuked upon revival. There will still be some risk to losing your revive in the middle of a fight but it won't be so stacked against Aatrox as it is on live. Longer passive CD early game so that he pays more for a bad trade or fighting choice

  • Blood Well to Attack Speed at 100% Well reduced to 10/15/20/25/30/35% from 30/35/40/45/50/55% (Levels 1/4/7/10/13/16)
  • Attack Speed bonus increases by 2% per 1% of Missing Health capping at 50% Missing Health capping at 20/30/40/50/60/70% Attack Speed
  • Blood Well gains are tripled when Revive Passive is on CD
  • CD adjusted to 305/280/255/230/205/190 seconds at Levels 1/4/7/10/13/16 from 225 at all Levels

Blood Thirst / Blood Price (W) Longer CD than just .5 seconds forces Aatrox to think about how he approaches fights and which stance is better for him to be in, allowing his damage stance to be more useful in general. The Lifesteal change is to allow him to not kill himself as much for the drastic increase in his Health Cost from using the Price stance. Heal AD ratio increased and Heal amount reduced to emphasize the carry and damage orientated playstyle and builds on Aatrox so that he doesn't negate any of his design by just building Full Tank

  • Blood Thirst and Blood Price CDs increased to 6/5.5/5/4.5/4 seconds static (not affected by CDR) from .5 seconds at all ranks
  • Blood Thirst Bonus AD ratio for Heal increased to 60% from 25%
  • Blood Thirst Heal reduced to 10/12.5/15/17.5/20 from 20/25/30/35/40
  • Blood Price Bonus AD ratio for Health Cost increased to 75% from 25%
  • Blood Price Bonus AD ratio for Damage decreased to 60% Bonus AD from 100% Bonus AD
  • Blood Price Bonus damage will now apply Lifesteal at 20/40/60/80/100% Effectiveness instead of 0% at all Ranks
  • Blood Price base damage reduced to 40/60/80/100/120 from 60/95/130/165/200
  • Blood Price damage is now tripled when Aatrox is below 50% Health akin to his Heal being tripled below 50% Health

Blades of Torment (E) Slow Amount increased late game but reduced early game so that he is not as nearly as overwhelming in super early exchanges and ganks. Aatrox is becoming more and more of a mid to late game hyper carry and this is to emphasize it. Damage reduced early game so that he stops using it to clear or poke as much as on live due to his general damage and Carry potential increased elsewhere on his kit

  • Slow duration adjusted to .75/1.25/1.75/2.25/2.75 seconds from 1.75/2/2.25/2.5/2.75 seconds
  • Slow amount increased to 20/35/50/65/80% from 40% at all ranks
  • Damage reduced to 55/95/135/175/215 from 75/110/145/180/215

Massacre (R) All of these changes are to give Aatrox a more precise Window to whoop some ass and turn the tides of battle. The cleanse is there to allow him to use it in a fight and the range allows him to become more of a threat than just your standard Melee Bruiser guy. The Attack Speed comes out roughly 20 to 40% higher than on live

  • 200/300/400(+100% AP) Magic Damage Removed
  • Now cleanses Aatrox of all Debuffs and Crowd Control upon Activation and can be activated when under any CC including Stuns
  • Now increases Blood Well Attack Speed bonuses by 50/80/110% instead of awarding 40/50/60% Bonus Attack Speed
  • Now increases the bonuses and costs of his W stances by 50/80/110% for the Duration
  • Bonus Attack Range increased to 475 (600 Range) from 175 (325 Range)
  • Duration reduced to 8 seconds from 12 seconds at all ranks
  • CD reduced to 80 seconds at all ranks from 100/85/70 seconds

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5 Comments

Vicarious1171 votes

Just a couple things:

First off that cooldown addition to his W is a very bad idea. Imagine a fight starts off before it's off cooldown or you hit it by accident or something like that, you will be utterly and completely screwed until it's back off cooldown, either not being able to do the necessary damage or killing yourself instead of healing yourself. It would just be so clunky and awkward, especially being like the only toggle ability in the game with a real cooldown.

Second nerfing the damage on his E would nearly ruin his laning phase, since his E is the only thing he has in either a lane swap or in an unfavorable match up. Sure it wold be fine in a good match up, but in a bad one you will not be able to do ANYTHING on your own. Just an unhealthy change for him, unless he were changed into a sustain tank instead of a marksman with more defensive base stats.

Finally making a melee fighter a marksman has never really worked out, he'd be blown up in any fight and would be a 100% 1v1 and split pushing champ, not being able to blow up a target or tank through damage would almost completely remove any teamfighting ability without ridiculous cc from your allies. And simply increasing the amount he heals from his W would make his sustain in lane too much to be fair (remember tankgar?) and would require you to go uncc'ed in teamfights as a carry as well.

But other then those 3 things I'd be willing to give the rest a shot before making any opinions on them lol

Kingsgrave1 votes

{quoted}

Just a couple things:

First off that cooldown addition to his W is a very bad idea. Imagine a fight starts off before it's off cooldown or you hit it by accident or something like that, you will be utterly and completely screwed until it's back off cooldown, either not being able to do the necessary damage or killing yourself instead of healing yourself. It would just be so clunky and awkward, especially being like the only toggle ability in the game with a real cooldown.

Second nerfing the damage on his E would nearly ruin his laning phase, since his E is the only thing he has in either a lane swap or in an unfavorable match up. Sure it wold be fine in a good match up, but in a bad one you will not be able to do ANYTHING on your own. Just an unhealthy change for him, unless he were changed into a sustain tank instead of a marksman with more defensive base stats.

Finally making a melee fighter a marksman has never really worked out, he'd be blown up in any fight and would be a 100% 1v1 and split pushing champ, not being able to blow up a target or tank through damage would almost completely remove any teamfighting ability without ridiculous cc from your allies. And simply increasing the amount he heals from his W would make his sustain in lane too much to be fair (remember tankgar?) and would require you to go uncc'ed in teamfights as a carry as well.

But other then those 3 things I'd be willing to give the rest a shot before making any opinions on them lol

  1. Thats entirely the point. Currently his Thirst and Price cannot be any better than they are currently because you can choose whenever the hell you want to use them. Forcing him to make a decision between which one he chooses to be in allows the enemy to take advantage of that decision. The only reason it has a CD of .5 is because coding it as a CD of 0 is impossible and ends up adding a lot of bugs when you do try to do it that way. Also, Warwick's E is a toggle and it has a 4 second CD iirc. Swain also has a toggle ability with an 8 second CD. This isn't a new concept honestly, if anything on live its "new."

  2. The point of these changes is to reduce his laning phase power because he shouldn't have a good one to begin with. He scales really hard with damage in the form of both tankiness and damage, and the only thing stopping him from murdering you is items. Hes also healthier as a jungler anyway since he can't just passively farm forever negating all of his weaknesses. Sustain tanking is why he got nerfed and why Riot is afraid to buff him. If you want a Sustain tank play Mundo or Warwick. They lack serious mobility or CC or utility, all things that Aatrox has in some form or another.

  3. He is already blown up in every single fight and is already forced to split push and 1v1 or he is useless. There are literally tons of other bruisers like this already. The amount he heals is reduced without damage or outside of his Ultimate in general. His kit is already highly dependent on not being CC'd just like every other Bruiser and squishy in the game, so I don't really see your point.

Vicarious1171 votes
  1. No, I get that, all of that is inferred in your original post, but you're missing my point. If he has price on by accident and someone jumps him he'll literally kill himself just by fighting back. Sure, this gives the enemy counter play options, but in doing this Aatrox himself no longer has any counter play to use should he get engaged on besides run the f*ck away! And even if this did happen they wouldn't buff the heal and damage anymore then what it already is, a cooldown on the toggle won't change that.

  2. You again don't get what I'm saying though, I understand you're trying to reduce his early game and enhance his late game, but if you nerf his E to the point you cannot use it to harass or reliably farm from a distance then you won't be getting to any late game cause you will always lose lane! His E is his entire laning phase in over half of the possible standard lane match ups and almost all of his laning against none standard match ups. No matter how much you buff his W, even though you're overall wanting to nerf it apparently, due to his innately squishy early game you won't be able to go in to trade, he NEEDS a good poking ability to lane at all.

Unless you're trying to morph him into a jungling champ, THEN I can see this change, but if he's supposed to stay a top lane champ then this change is awful.

  1. There is a MASSIVE difference between a tank/bruiser initiation and getting "blown up" and a marksman/bruiser initiation getting blown up. By that I mean atm if you engage on a team as Aatrox with a proper build and get cc'd to hell and back again you may get blown up and dropped into your passive (which I hardly do cause I know how to play him right) but it will at least require time, focus, and cooldowns from the enemy. As a squishy MARKSMAN Aatrox if you jump in literally ONE mage can use their combo on you and BOOM DEAD instantly, even if you have your passive you did NOTHING to help your team out in a fight and when you get back up will have no attack speed to be as useful as you could be and will more often then not have to jump away.

Again, for a melee champ to be an effective hyper carry they either need to be innately tanky through base stats (like Jax or Irelia) so if they get cc'd they don't instantly die, or they need to be able to 100-0 another carry like an assassin (Zed or Talon) to even the odds should they then also get blown up if they cannot escape focus. With your proposed build of a damage focused marksman Aatrox you will be squishy like an assassin and entirely reliant on getting autos off in order to stay alive (so cc will f*ck your mouth everytime) and you're still an auto attack focused champ so you won't be 100-0ing any other carries unless they're REALLY far behind.

ZephyrDrake1 votes

so what i am getting from the title is "let's make Aatrox be another generic character and take away what makes him... well be him"

Kingsgrave1 votes

{quoted}

so what i am getting from the title is "let's make Aatrox be another generic character and take away what makes him... well be him"

I MEANT GENERALISTIC INSTEAD OF SPECIALISTIC IM BAD AT TITLES IM SORRY

D:

The idea of the thread was to make him more of what he should be and less of what he shouldn't but I derped with the title

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