@Riot Meddler, my Aatrox rework
Hello everyone, my name is OuterRaven. I don't post here often, but I'm a frequent poster in Reign of Gaming. Anyway, let's get to the point.
I remember reading some time back that according to Riot Meddler,
was in a good spot and wasn't in need of any changes at the moment. This concerns me quite a bit, considering that while he may seem good on paper, his base stats are quite low for a melee champion which sets him back quite a bit compared to other champions. The base damage on his abilities are quite low as well.
Of course, with his current kit he cannot be buffed, it simply has too much (mobility, CC, free sustain, damage, wave clear, poke, 2 steroids, revive passive). Which is why I tried to do my own rework, with the aim of removing what's toxic (free sustain) and what's out of place (poke, ranged wave clear) while trying to give him an identity that fits his lore: a teamfight-centric bruiser (think of J4).
I got good feedback on RoG and some people insisted that I posted it here where Riot could potentially see. I don't want this to get too big so I'm just gonna paste the essential here and if you're curious for the explanations of why I changed what, you can follow the RoG link and check it out yourself. As always feedback is appreciated (NUMBERS ARE PLACEHOLDER AND EASILY CHANGED):
Base stats: Increased to match standard bruiser levels.
Passive: Bloodwell - no changes.
Q: Dark Flight - Slight increase on the circle and epicenter size.
Base damage increased to 90/135/190/225/270 from 70/115/160/205/250.
Cooldown reduced at all ranks by 2 (14/13/12/11/10 from 16/15/14/13/12).
W: Blood Thirst/Blood Price - complete rework
Passive: Blood Price: Aatrox's blood powers his basic attacks, dealing 10/15/20/25/30 (+0.1 Bonus AD) bonus physical damage. Additionally, basic attacks and spells now apply a stack of Cursed Blood for 4 seconds (refreshed every time a new stack is applied to the same target. Maximum 3/4/5/6/7 stacks per target). Every 3rd basic attack, the bonus physical damage is doubled and Aatrox loses 15 / 23.75 / 32.5 / 41.25 / 50 (+0.2 Bonus AD) health.
Active: Blood Thirst: Aatrox calls all of his own blood in the nearby vicinity back to him, consuming all nearby Cursed Blood stacks, dealing 60/90/120/150/180 (+0.2 AP) (+15% bonus damage per stack) magic damage to all affected targets and slowing them by 20% (+10% per stack) for 1.25/1.5/1.75/2/2.25 seconds. Additionally, Aatrox heals for 10/20/30/40/50 (+15% bonus health per stack) (+1% per Aatrox's missing health) health per target. Healing from minions is reduced by 50%.
Cooldown: 14/13/12/11/10
E: Blades of Torment - Removed
New: Impalement: Aatrox's next basic attack pierces through the enemy, dealing 20/40/60/80/100% of his total AD in bonus physical damage to the target enemy and all enemies behind it in a line. Additionally it shreds their armor by 5%/10%/15%/20%/25% for 3 seconds.
Cost: 5% of current health.
Cooldown: 10/9/8/7/6.
Range: 500
R: Massacre - Partial rework
Aatrox draws in the blood of his foes, dealing 100/200/300 magic damage to all nearby enemies and pulling them closer to him. Additionally, Aatrox gains 175 attack range and his basic attacks deal 50% damage to all surrounding enemies except for the main target, for 12 seconds.
Red bait: @Riot Meddler @RiotPhreak @RiotClassick @Classick
kit), you could avoid that kind of situation by having your drain tank still function without being required to deal too much damage.
's E but in reverse), so if you had a total of 10 stacks lying around on 2 enemy champions, for example, it would heal for more than 3 stacks on 3 enemy champions. As a side note, while I'm guessing this is already the case, you might have to specify if the AoE damage on your new ult applies Cursed Blood stacks.
, a durable and disruptive close-range initiator, has ranged poke and waveclear with his E, why can't Aatrox have his blade poke?) and carries good gameplay (it's more difficult for him to poke targets at farther ranges, due to the shape of his projectiles), so I still don't really see the reason to change it.
ult and the power to hamstring multiple enemies at the press of a button, on top of his existing knockup; does Aatrox really need all of those bonuses and effects to help him stick to his targets? I'm not saying you need to get rid of the range increase, specifically, but there's a lot going on with your ult, and I think it would be better if you trimmed it down to the essentials and made those effects strong. Current Aatrox suffers from a big case of diluted power, mainly via the split autoattack steroids on his passive and ult, and I think one of the best things that could happen to him would be to concentrate his power as much as you can (which you've done really well overall).
's ult it is no longer reduced by tenacity.
and
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and
have a very easy time against aatrox's W, and can easily push him out of lane.
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