What Aatrox SHOULD have been
This is something I posted on another conversation, the commentor asked what I would have done. This is something like what I wanted to see.
What needed to happen before the rickless rework, which was dogshit and insulting and only served to double down on a kit that apparently Riot hated, was for some these areas to be addressed:
1)his lack of build in damage that you mentioned, such as true damage, %health damage, armor pen etc (things most champions enjoy) 2)His lack of passive resistances, shields blocks or parrys (things most top laners enjoy) 3)His ult. 4)His passive
I didn't mind him not having damage in his kit when he had magic damage for his E. And I understand that he healed better that most champions. However his healing was worthless if he was stunned or had his attack speed slowed. And his revive was worthless nearly every time. It was worse after rickless, because isntead of always having it, you had to stack to get it, which means that version of Aatrox was super easy to tower dive--hes sititng under turret, no bonus attack speed or revive due to no stacks AND super squishy. What horribly conceived concept.
If I had to decide right now on what I would have done with Aatrox it would be these changes:
1)Unstoppable dive on descent, just like they finally (FINALLY) had it 2)E does magic damage. E torments target, granting vision to allies for x seconds. 3)Blood Price/Blood thirst scaling off of AD 4)Blood Price doing more damage with consecutive hits but costing more health 5)Blood Thirst healing for less, but granting resistances or reducing of incoming damage from basic attacks while blood thirst is toggled OR increasing resistances by a % for those who want to build him as a tank 6)dark flight can be used to target ground, so if you land on ground and don't damage or knock up a champion, half of the CD is refunded. 7)remove revive. Passive is old blood well bonus attack speed plus Upon taking fatal damage, Aatrox drains gains a blood shield for x plus x % of his blood well, absorbing damage for 4 seconds 8) Ult, dark inspiration--Aatrox chooses a location (not global, more like panth) and lands . Nearby enemies are feared for .5 seconds, For 10 seconds nearby enemies take x % more damage from all sources while near Aatrox. Nearby allies gain x % attack speed and x% movement speed. Range is based on % of bloodwell filled.
Something LIKE that. Its fun. It tones down the healing and the revival, makes him more engaging, adds some mobility with the half CD on dark flight and his long range ult as well as some tankiness so that he isn't entirely dependent on healing. It also reduces the mistakes of enemies miscalculating his heals since they are smaller and less drastic. It even tones down his dueling because his ultimate is sort of a waste when he is alone.
So really, would this have been so bad?
and
come to mind) are mainly for engaging, and the ones that don't (
and
) provide a unique effect like not dying. All this ult does is provide a ton of stats to your allies, and takes stats from your enemies. Sure it could give teams that are behind a better chance in a teamfight, but against teams when even or against teams when you're ahead, it just turns it into a straight up slaughter/win more fight.
