Frontal Precision VS Lateral Precision: A new approach to Aatrox's Q
https://image.ibb.co/nQR8s8/aatrox.jpg
You know that feeling when something is bad, however you can't help but think how much hidden potential it has and how good it could be with some polishing?
It doesn't make sense that a melee fighter/juggernaut gains more advantage by keeping some range between his enemy than gaining more advantage the more close he is to his target. League is full of champions who can easily gap close even mobile ranged champions, now think in what range said champions would fight an imobile melee champion that needs range to become effective.
Different from Darius, who has many, many tools to hit his Q, Aatrox not only needs to hit his two first Q's using only two charges of one of the shortest dashes in the game - said dash with wooping 20 seconds of recharge at rank 1 and 3 seconds of non-reducible cooldown - but also needs to hit his third Q which has a really low range; all of that just to have a chance against his laner/opponent. With this in mind, i think is more clear now that Aatrox's 'The Darkin Blade' ability is so unreliable that the player isn't fighting the opponent neither the champion's skill curve, but the own mechanics of the champion.
One suggestion that can prove to be useful is re-thinking the precision mechanic of Aatrox's Q: from frontal precision to lateral precision, as shown in the image above. Not only this would make the "hit the red area for more damage" precision minigame more satisfying, bearable, reliable and pratical, but it would also maintain at some level the skill curve of the skill and make Aatrox more efficient against other melee fighters (something that should be default for a "duelist" fighter). The third Q could use a small dash too, in a way that it won't come out if the player target is too close to him (similar to how Riven's Q works). Another important change would be a reduction of Q's cast time based on level, making harder to dodge it the more levels Aatrox has - which creates a power scalling that isn't numerical (damage/cd/defense-wise), but rather mechanical.
Aatrox is needing polishinment Riot. Please, don't be afraid of making changes; do what needs to be done so he become unique, fairly reliable and satisfying to play, because as he is now, that's quite far from becoming truth.
Some other suggestions (that may or may not come in conjuction):
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Passive: Cannot proc on minions anymore; Cooldown reduction based on level;
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Q: Aatrox can move while casting it (although it would not be enough to resolve the problem of people gap closing into him at point blank range);
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W: Flip the AoE cage, making it harder to escape the closer enemies are from Aatrox, not the other way;
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E: Recharge time depending on and having the same value of Q's cooldown; Increase the dash range; Change de cooldown/delay from 3 to 1 seconds to 2 to 1 seconds and cause it to be affected by CDR; Increase the charge limit from 2 to 3;
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R: Aatrox drains the health from the Blood Well after his ultimate ends, if he didn't revive; The bonus mov. spd. now works while in combat but with a decreased value; Increase the Area of his Q and the range of his basic attacks to combo with his increase in size.