Frontal Precision VS Lateral Precision: A new approach to Aatrox's Q

Lil Homie busta··8 votes·3,650 views

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):

  • Passive: Cannot proc on minions anymore; Cooldown reduction based on level;

  • 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);

  • W: Flip the AoE cage, making it harder to escape the closer enemies are from Aatrox, not the other way;

  • 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;

  • 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.

5 Comments

kjm992 votes

It seems kinda ridiculous that a melee champion has to leave melee range for 2/3 of his Q. I think your change would make sense but would probably end up needing a damage nerf since it would be easier to hit. Anything that doesn't address that won't help his situation. None of his abilities seem to have any real theme or synergy to them either. Why isn't the healing on the E a part of his passive? The R only seems like it's there because Aatrox had a revive before as well. This rework seems like it lacked a theme or a goal and they just did it because they said they would.

Sahn Uzal1 votes

I don't necessarily think I agree. But it does look like you put some effort into this post, and you bring up some interesting ideas. Those things alone definetly earn an upvote if you ask me :P

Lil Homie busta1 votes

Well, regardless the size or format of the Q's hitbox, i think that in some way or another it's reliability needs to be increased. Even if you try your best, you probably will only reach about 60% hit ratio (with the crit area). Not to mention that when you most need, it fails you because is easily dodgeable and let's not forget that the game is currently in a mobility creep situation, everyone has gap closers that can fuck Aatrox really bad.

I just wish he could do something without needing to flash every big fight because you E is on CD (20s of recharge and 3s of cd at rank 1 btw).

Sahn Uzal1 votes

Oh I definetly agree the dude needs to be more reliable, one way or another.

VICHEL CHAOS1 votes

Usability and functionality are the key aspects that the q needs to be improved upon, and with urgency.

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