Aurelion Sol rework feedback for devs since they asked for it on twitter.

SIayton·9/5/2019, 4:11:40 PM·81 votes·16,778 views

Sol main (or secondary depending on season) since he came out. Had close to a 70% win rate with him in plat. Winrate has fallen significantly since the rework (def in the negatives now). Here are my thoughts.

First off, design goals as stated by the devs were a complete miss. They said they wanted to stop him from shoving and roaming so much early. They said they wanted to make him easier to play for the normal player to up his popularity. IMO they missed on both these fronts while making him less unique in the process and definitely a worse champion. First off, he can still shove and roam early. He can't do it level 1 anymore so I guess they achieved their goal there but he actually shoves the wave and roams EASIER now once he has a few levels in W and maybe a blasting wand. Instead of having to use up half your mana bar to shove the wave, he now just does W once and then is free to roam and gank with his E that now has MORE range so it actually makes it easier to roam. Yes he lost out of combat move speed but I think the other two aspects they gave him made him better at it regardless.

Ease of use: What? He's way harder now IMO. Early on, your W has an EXTREMELY long cooldown so you generally get 1 W per fight. In the early game skirmishes which are mandatory now because of scuttle, you have to make sure your W hits with all it's stars and you have to keep them in it for the full duration. Before he was free to W and move in and out of range as necessary for safety but because it's all or nothing now, you expose yourself to being engaged on trying to get the full duration of W to hit them. The other problem is late game, the small down periods on W's duration can come at critical times when you need to be able to kill someone and this will result in people escaping or having just enough time to kill you fairly often in team fights where he wouldn't have had that issue before. He also lost his safety in his out of combat move speed, so it's easier to get caught and harder to position correctly in fights. It's also harder to approach players with him to get into W range which is his only real source of damage. They gave him Q movespeed to compensate for this where I believe the trading pattern they wanted was for you to Q into W range, stun them, hit W, and then use W's ending move speed to pull out for a clean trade. This doesn't work though as anyone that's not asleep can just walk out of the way of the extremely slow moving / telegraphed Q. You almost never want to do Q from a range other than fairly close to the enemy because of this, so you're already in you W range anyway, meaning this doesn't help his approach. Also because he now has no flexibility in his approach and because he has to get into the threat range of other burstier / more reliable champions, he just feels very weak in lane because he's so squishy and pretty much gets out traded by more popular mages. This in turn just makes him harder to play effectively. So, a big miss on both the roaming nerf aspect and the ease of use aspect.

IMO the worst thing about this change is it hit his unique playstyle and niche in favor of him being a short bursty trade champion like every mage (that's worse at it and less safe than other mages that do the same thing now). Why would I pick Sol now to do burst when I can play literally any other mage that does comparable or better burst damage faster and from a safer distance? Being essentially a sustained magic damage bruiser before was a really neat niche that not many other champions occupied but now he's just a crappier version of better champions with an annoying to use W mechanic for damage. Why homogenize him when he was so unique before? Doesn't this game want more diversity in playstyles?

So, what would I like to see changed to help:

  1. Revert to old Sol. This was a complete miss on the design goals, most of the community hates it. His winrate took a good 4-5 point drop. He still has his "toxic playstyle" of roaming a lot early and not engaging mid while losing what made him unique.

  2. If a revert is off the table:

  • Increase his base movespeed. He has incredibly low movespeed for a champion who's entire DPS pattern revolves around being able to move.
  • Increase his stats to make him tankier. He's super squishy for being so short ranged and basically loses the short trade game that he's been redesigned to play against nearly every popular midlaner.
  • Move W's movespeed increase to the front instead of the back for "ease of use" since that was the design goal.
  • Consider adding a mechanic to help W's cooldown in early fights so he's not completely useless in scuttle skirmishes while also still nerfing his early W waveclear. I like the idea of having each boop landed by W on a champion reduce the cooldown by X amount, or extend the duration of W by X amount. This would reward using his W aggressively while keeping the cooldown longer so he can't just delete the minion wave early on and would make him not a complete potato in scuttle skirmishes in early levels.
  • E > Q combo: If you want the giant star engage to be anything other than a meme, he's gotta be able to redirect the star while flying IMO. I'm not sure what the best way to implement this would be but being able to change the direction of the star slightly after a certain point would greatly help in making the big star plays something he can realistically do in higher elos. Maybe not a complete redirecting but being able to alter it's trajectory slightly would help A LOT.

Hope some of this feedback helps address people's issues with the rework. Personally (and I know most Sol players feel the same way) I really just don't find the new Sol as enjoyable to play and would prefer to get the old one back.

36 Comments

Voidbringers9/5/2019, 6:27:22 PM31 votes

Revert the rework or MINIMUM return w to being a toggle.

Kord9/5/2019, 5:13:25 PM21 votes

There is another way. If Riot decides to revert him, they could improve his kit with some of the newly gained abilities , like the stars being immune to cc and Q speed's increases to match Sol's speed, while reducing some of the early game potential of W or not giving back E it's passive. So Sol could have back most of his old kit which made him more or less unique and useful.

The Everstorm9/5/2019, 6:28:39 PM21 votes

ASOL one trick here. My big thing is the W toggle being gone

boricCentaur19/5/2019, 7:48:49 PM17 votes

Wait a fucking second here. They're NOW STARTING TO TAKE FEEDBACK, isn't that what they should of done BEFORE releasing it?

Tuition Fee9/5/2019, 9:31:01 PM17 votes

There was no reason to nerf him. He's a high skill floor champion, which means players should be rewarded, especially in high elo if they can play him well. He can't 100-0 anyone at level 2. He can't dash a million times. He can't face tank everything then heal his hp back to full.

I have no issue with someone playing ASol, both as a bot lane player and as a mid lane player in the current state of the game. If he roams, I get turret plating and usually first turret. If I get ganked, his Q isn't that hard to avoid, especially if he casts it during his flight.

Really, ASol is probably one of the fairest champions in the game compared to shit like Riven Yasuo Zed who can one-shot you, dash a million times, shove lane AND roam. But ASol doesn't sell skins, so he's getting nerfed instead!

RooAbost59/5/2019, 9:14:21 PM9 votes

I mean this is basically what happened to Taliyah and they just decided to make her a jungler instead of fix her mid lane.

RIP Asol too I guess.

Arny9/6/2019, 12:48:27 AM6 votes

As one player that reached 300 lps with Aurelion Sol, I think the champ isnt fun anymore you just destroyed his mechanic and game style. And the worst thing is that this change is making his winrate and playrate lower than it was before the changes. The only thing i wanna say is Revert it please.

-Arny

Scárlét Phóenix9/5/2019, 8:01:06 PM5 votes

Sion's Q Nunu's R and other abilities have something A Sol doesn't

Ability to hide in a Bush so A Sol in a Bush is a meme cause you will always know he is in there cause of his stars that rotate around them so its why I don't play A Sol that much he literally can't death bush w/ teammates if the enemy face checks.. That is main reason why I won't commit myself to playing A Sol despite the champion being fun to play.

Serika Zero9/5/2019, 8:50:53 PM3 votes

most reworks are a miss, and champion mains want them reverted. I still feel that way about Fiora, Malzahar and Akali. (even after Fiora got nerfed because people refused to counterplay or counterbuild her, and akali was no longer able to go full tank and 1v1 the adc, i didn't play akali that could trigger Q mark with her E)

But so far, the only ones that were graced by this divine touch (rework reverted) were Riven (reverted while still on PBE), Rengar, Leblank and Kog.

So, while waiting to see if your champion gets reverted or not (the odds are not in your favor btw), you could give a try and play his like an AP Talon and see how that works. With a build more focused on wave clear and burst item 3802 -> item 3907 -> item 3020 than the control mage he used to be.

Gatujillo9/5/2019, 8:31:53 PM3 votes

I have been playing a lot of ASol since the release of the champion and I also think that this rework didn't hit the spot.

In my opinion, they could make W to become a toggle at lvl 5. This way, they can get rid of the early waveclear while leaving the tf potential the same as before. They can keep the faster speed at the start of the W and the increase of movement speed at the end to promote more agressive plays, deactivating the W voluntary to deal a brief burst for more squishy targets or leaving it activated for a tankier target. This way they give more options for different gameplays. I personally prefer the other E instead of a longer range in the active. But I can live with this change.

I also like the stars being immune to cc and the new Q, but they can revert it for a toggled W.

In conclusion, I think it's not a bad approach for new opportunities with the champion, but they have to keep the old playstyle as much as they can to keep this champion unique, and with this rework, they haven't done it.

DUDE BRO9/5/2019, 10:20:51 PM3 votes

I personally find him more approachable, as someone who was never able to pick him up, but can do well with him in most roles now.

That being said, he's now just another burst mage, while easier to play, isn't unique at all.

Tldr: I like the changes, but I do not play sol. I feel bad for the people who do play him, as his identity is lost.

Papa Dingo9/6/2019, 1:00:26 PM2 votes

For whatever reason they decided to change a sustain damage control mage onto a burst mage without completely changing his kit. I agree with pretty much everything here, it’s completely obnoxious trying to use your w at all points of the game and it’s not fun in the slightest. I hope they at least change his w back to a toggle. This change feels a lot similar to the resent ryze rework. Most of the changes they made were fine, but for whatever reason they made his e auto-bounce. Extremely unfun to play with and against, and completely negates any unique usage of his passive.

RadicalGamer569/6/2019, 5:28:46 PM2 votes

See, I can agree with this. The rework was terrible and should be reverted. And like you said if not, he needs some buffs, however I think the W needs to be a toggle in some way or another, wether it be the old W or it turning into a toggle at a specific level, wether it be based on champion level or the ability’s level.

PlsRitoRepairS109/5/2019, 10:19:40 PM2 votes

I'm not Sol player, but I believe that he needs to be reverted to pre-rework state. They can keep this Q change(in desriptions it seems to be QoL change) and then they could try once more by adjusting nubmbers(dunno increased toughness, maybe CD on E, etc. ).

Imho! The biggest, and not problematic change that they can do in his skillset is a creation of new passive and transfer of old one into W. What I mean? I always believed that his W is literally conitnuation of his passive instead of mechanic that interacts with it. Passives usually are a usefull stand-alone abilities(Malzahar, Garen, Varus, Anivia), or gimmicks which synergize with rest of kit(Ekko, Pantheon, Akali, Darius, Urgot, etc.). Aurelion's "Center of the Universe" is basically his "Celestial Expansion" but less. Duh, his W already has passive effect which increases dmg of his real passive...

Let's look at 4 examples of similar correlations.

  1. Jarvan's E. His E, expect whole dmg and Q-dash, is just a banner which increases AS of nearby allies. But Jarvan as a standard-bearer recieves AS passively. Useage of this skill has a effect of expanding this effect.
  2. Garen's R. His ult recieved Villain mechanic, during juggernaut update(in season 5th). Basically, Garen's ult deals magic dmg, but this spell have a passive which marks villain, who receives true dmg instead of magic. Simple. I know that they're reworking Villain out, and that this mechanic have another effect of dealing 1% max hp on spells and aas, but whole idea still is focused around strenghting his ult.
  3. Garen's W. Also simple thing. His W allow him to passively gain more toughness by farming, and after activation he gains even more tankiness.
  4. Aurolin's pre-reworked E. Spell was all about mobility, active allow you to fly over map in one direction, and passive was giving more ms when you were just moving in one direction. Basically: "I can move fast in straight line, if I use my whole power i can move even faster and higher in straight line!).

Keeping his actual passive in his W(of course after balancing math) would free a slot for new, minor effect. Which one? I don't know, I don't play Aurelion, so I didn't think about it, mains would have better idea, they know exactly what would be helpful, or at least welcomed. I guess that his kit is so cooperative with himself that it can be simple stand-alone effect, something like: "Celestial Body" dmg coming from long distances is reduced by x% + immunity to minion block, or old Singed's passive "Power of Eons" which allows him to increase his mana pool by bought hp and vice versa. I mean. Well, you can ignore this ideas, but I'm curious what's your opinion about whole concept of new passive and transfer of old-one?

Zemasu9/5/2019, 11:43:20 PM2 votes

I just played him now, (i have 38k). The heck?

How this W with uninteractive retreat and decreasing star speed could be "accessible for new players"??

Tahminatrix 9/6/2019, 1:09:30 AM2 votes

The only problem I ever had with aurelion sol was he is really good against immobile melees and that's it....hes basically illaoi in a sense where he needs help to even get in range to damage the enemy backline or hit anyone who has a dash in their kit and atleast 5 brain cells.

They should have worked on making him less of a rock paper scissors champ aswell..

And THEN try working on snipping his roaming away after that kind of buff.

Crescent Dusk9/6/2019, 2:49:10 AM2 votes

He should have stayed a DPS mage and they could just buff his HP and scaling while keeping max stun duration on Q regardless of distance.

Corded reformed9/6/2019, 5:27:36 PM2 votes

Wait, rito asked for feedback about a rework that made it to live servers? good luck asol mains getting ur champ back. maybe ryze mains could also give some feedback about "new" ryze after worlds.

Rhegatis9/7/2019, 3:43:06 PM1 votes

Revert him back this is only solution i want back my old playstyle with phase rush, old W(i could use it as i want like Singed poison) and E passive speed buffs, that was so fun. Without reverting him back i wont play this game anymore i dont want hp buffs, just old funny and unique ASol.

MamaNyx9/5/2019, 10:55:45 PM1 votes

Let’s be honest. Worlds is coming up. Asol is a high skill ceiling champ. There’s a reason why they made these changes before worlds. They’ve been doing it for the last couple of years. This wasn’t just a balance patch. They did the same thing to kench. TahmKench Don't forget how they gutted him mercilessly and left him on the table right before worlds.

Posui Gart9/6/2019, 8:50:49 AM1 votes

Their goal wasn't to "nerf roams", it was "nerf extremely early uncounterable roams". But that could be easily done with -75% minion damage on w intil maxed

FlameHalbrdOkido9/7/2019, 4:35:30 AM1 votes

There might be other issues like him not having any innate defenses or tankiness while being a battle mage?