Petition for AURFrelion Sol's passive to orbit twice as fast

SzGamer227··105 votes·3,543 views

http://ddragon.leagueoflegends.com/cdn/img/champion/splash/AurelionSol_0.jpg It doesn't seem fair that when every other caster gets to spam spells 5 times faster, ASol's passive still boops at the regular booping speed.

EDIT: Yes, I know that ASol gradually gets up to 5 stars as he levels up, but that's only a 66% increase to the rate his stars deal damage, and only when he reaches a higher level. Compare that to other champions who IMMEDIATELY get a 400% increase to how often they can hit people with spells and ASol's regular speed stars look slower than ever.

Now imagine that ASol got double booping speed right away at level one. His stars orbitting twice as fast just SCREAMS "Ultra Rapid" and would look really badass in-game. Then as ASol levels up, he gets four, then FIVE Ultra Rapid orbitting stars, adding up to a final 233% increase to booping speed, and look mind-numbingly fast and super intimidating.

51 Comments

500000000000000026 votes

At max level the stars should rotate so fast that they blend together into a belt

dragon1xx19 votes

Orion'sSol's belt

LA Losty4 votes

I am imagining Aurelion just mowing people down with his belt of spinning stars of death.

3TWarrior1 votes

it'd be removed from urf instantly if they did so as each star has a high AP ratio

LA Losty1 votes

I know, im sure it was just a joke. Would be fun to see though.

Trias0001 votes

Then he'd have an accretion disk

RogueWill13 votes

Meanwhile...Illaoi passive and Ut+W CD are fixed

SzGamer2272 votes

I've played URF Illaoi... you ult and you can W as fast as you can mash the button. Passive tentacles don't mean as much when your ult has the cd of a normal ability.

RogueWill12 votes

W CD is 4 CD. On ARURF this goes down to basically 0.8 sec. Problem comes that the CD is static at 2 sec during Her ult, since is static it does not get affected by the CD reduction and stays at 2. So every time you ult you handicap your W.

Tentacles also have 0.5 sec static delay on every swing they do, which further decrease the damage.

Unlike Sol who just don't get extra benefits, Illaoi kits basically screw her over.

RavenMagus3 votes

I played Illaoi earlier, and those details, plus the very long animation times on Q and E and R, make Illaoi extremely bad in URF. She's not the tentacle-slamming, spirit-mauling goddess you'd think she'd be - she actually mostly just stands around trying to cast things while anyone with actual spells just obliterates her immobile butt.

I found that the most use I could be in URF was to just flash/W in and stand there face tanking damage for my team, because I sure as heck couldn't kill anyone myself.

SzGamer2271 votes

The best way to use Illaoi in URF is to build Trinity Force and machinegun W. If you get in range you become incredibly sticky as you dash directly do them from 350 range every 0.8 seconds. Ulting reduces the cooldown to 0.4 seconds.

If you need to slow your enemy down when they're low health and you're trying to finish them off, hit them with an E and kill their spirit, then run up to them and keep machinegunning that W.

Use your ult for 1v1s and maybe 1v2s. URF Illaoi is different form normal Illaoi in that most of her damage comes from her-single target W rather than her AoE tentacles (since your W is cast 5 times as fast but your tentacles are still limited by their cast time), and you are a juggernaut who is easy to focus and cc. Don't bite off more than you can chew. Just pop ult in a 1v1 and abuse the everliving hell out of W. Unless you're up against someone who is better at stat checking in a 1v1 facetank situation, you will win.

RavenMagus1 votes

That's pretty much what I did. I built Triforce and Death's Dance and full tank from there. I actually died almost instantly every time I used ult, but I made good pressure just spamming W.

SzGamer2271 votes

Were you 1v1ing though? If you're in the habit of saving your ults for teamfights you're setting yourself up to be focused and killed by URF-level cc and ability spamming.

However, if you ult someone in a 1v1, you'll find that having the equivalent of 2.5 attack speed with basic attacks that deal 8% of your target's max health in physical damage, which amounts to 40% of their max health in physical damage every 2 seconds, does wonders to your opponents healthbar.

Hell, I think Blade of the Ruined King might actually be a great item to build on URF Illaoi. Then you could be dealing 80% of their max health in physical damage every 2 seconds...

...

Why didn't I think of this sooner

RavenMagus1 votes

Yeah, it was often 1v1. But then I was against Pantheon and Syndra, both of whom would just obliterate me if I stopped to ult, and Janna and Shaco, who were both impossible to ult in the first place.

SzGamer2271 votes

Sounds like a case of having a bad matchup then.

In the case of Panth and Syndra, did you use your ult when you got into range to spawn a tentacle or did you use it solely to get the reduced W cooldown and then go in? I would imagine that if you ulted before they had the opportunity to obliterate you and then you bumrush them with W (using Flash in the case of Syndra) that they would have no choice but to facetank your damage output, which for Pantheon means statchecking someone who just got free maxed attack speed on top of their entire item build of AD and defense, and for Syndra means either flashing away and disengaging or being deleted.

I think Trinity Force might actually just be a waste of an item now that I think about it; bonus attack speed means nothing when you're able to cast an auto-attack reset faster than you can auto attack (I think Spellblade is still on a 2 second cooldown in URF), and CDR and mana mean nothing in URF anyways.

If you build something like item 3748 item 3742 item 3153 item 3065 item 3072, you have the on-hit effects of Titanic Hydra which scales with your max health and BorK which almost doubles the bonus damage from your W, both of which are being abused by having free 2.5 attack speed with Ult + W. You have 135 bonus AD and 38% lifesteal (thanks to the combination of BorK, Bloodthirster, and Spirit Visage). On top of that you're still running a defensive build which is giving you ~1500 bonus health and 50 bonus armor/MR.

You can then drink item 2138 for 300 more health and 25% more Tenacity (which when combined with Merc Treads and the URF buff gives you a total of 75%) or item 2140 which gives you 30 more bonus AD and a total of 55% lifesteal.

All this URF Illaoi theorycrafting is making me really excited to try out Illaoi in URF again.

RavenMagus1 votes

I actually liked trinity Force anyways. It's still a ton of damage every couple W's or so added on, and the extra movespeed really helped a lot too.

I'm still a big fan of item 3812 but I can see BoRK being really good too, actually.

I didn't consider Titanic. That's probably pretty good, yeah. I think my build was something like item 3812 item 3078 item 3065 item 3742 item 3026 and it worked fairly well in the end.

SzGamer2271 votes

I'm not sure if Bloodthirster's lifesteal applies to W's bonus physical damage, but if it doesn't, Death's Dance could easily be a better choice when you factor in Titanic Hydra and BorK's on-hit damage. I'll have to hit practice mode when I get on League and test it.

3TWarrior1 votes

does it matter when illaoi gets free damage for herself all the time and her E allows free damage for her team

if you stack enough AD, her E can deal 80% of a target's health

RogueWill2 votes

It does matter when the pace is so fast and she is such a slow champion.

SzGamer2271 votes

Tentacles swing 50% faster when Illaoi ults, and the "fixed" 2 second W cooldown when ulting is in fact reduced to 0.4 seconds in URF like you would expect. Have you only played Illaoi in URF once? Have you played her at all?

Either way, it sound's like you're thinking about URF Illaoi all wrong. The best way to use Illaoi in URF is to build Trinity Force and machinegun W. If you get in range you become incredibly sticky as you dash directly do them from 350 range every 0.8 seconds (0.4 seconds while ulting).

Use your ult for 1v1s and maybe 1v2s. URF Illaoi is different form normal Illaoi in that most of her damage comes from her-single target W rather than her AoE tentacles (since your W is cast 5 times as fast, but, as you said, your tentacles are still limited by their cast time). You are a juggernaut who is easy to focus and cc. Don't bite off more than you can chew. Just pop ult in a 1v1 and abuse the everliving hell out of W. Unless you're up against someone who is better at stat checking in a 1v1 facetank situation, you will win.

Ben Sharpio7 votes

youre kidding, right?

SzGamer22752 votes

This is ARURF we're talking about, the most gimmicky and chaotic game mode in LoL.

The answer:

no

xelaker4 votes

didnt read the urf bit of it and was about to say wtf lol

Junkο3 votes

He already has 5 orbs which essentially already does this. Besides even if his passive was 10 times as fast I doubt it would make him any more useful.

SzGamer2272 votes

Yes, I know that ASol gradually gets up to 5 stars as he levels up, but that's only a 66% increase to the rate his stars deal damage, and only when he reaches a higher level. Compare that to other champions who IMMEDIATELY get a 400% increase to how often they can hit people with spells and ASol's regular speed stars look slower than ever.

Now imagine that ASol got double booping speed right away at level one. His stars orbitting twice as fast just SCREAMS "Ultra Rapid" and would look really badass in-game. Then as ASol levels up, he gets four, then FIVE Ultra Rapid orbitting stars, adding up to a final 233% increase to booping speed, and look mind-numbingly fast and super intimidating.

ValyrianBlade3 votes

{quoted}

http://ddragon.leagueoflegends.com/cdn/img/champion/splash/AurelionSol_0.jpg It doesn't seem fair that when every other caster gets to spam spells 5 times faster, ASol's passive still boops at the regular booping speed.

EDIT: Yes, I know that ASol gradually gets up to 5 stars as he levels up, but that's only a 66% increase to the rate his stars deal damage, and only when he reaches a higher level. Compare that to other champions who IMMEDIATELY get a 400% increase to how often they can hit people with spells and ASol's regular speed stars look slower than ever.

Now imagine that ASol got double booping speed right away at level one. His stars orbitting twice as fast just SCREAMS "Ultra Rapid" and would look really badass in-game. Then as ASol levels up, he gets four, then FIVE Ultra Rapid orbitting stars, adding up to a final 233% increase to booping speed, and look mind-numbingly fast and super intimidating.

While we're at it, can we make Gnar only require 20 rage to go Mega instead of 100?

I was assigned him one game, and I managed to go Mega ONCE the entire game. Which was because I finally got some alone time with a wave of creeps and managed to go mega when no one was around.

You die too fast in mini to get to the rage needed for Mega otherwise. Mega Gnar would be really strong and fun in this mode, but he hardly exists while mini gnar is quite weak (only resource is to spam his Q boomerang, which is just a significantly weaker and slower and shorter range version of Sivir's.

SzGamer2271 votes

That treads into the realm of trying to balance URF on a champ-to-champ basis, which is a lot of work and takes away the gimmicky-ness of URF as a mode.

Anyways, there are a few champs that feel disfunctional in URF. For example, Yorick's Q is able to spawn 5 times more graves but can still only have 4 ghouls at once, his ult only goes on cooldown when the previous one has died, and he can only abuse his Q - E cycle if he's able to land his shots with consistency.

I would not consider Gnar to be among the champions who just don't work well in URF, since Mini Gnar can spam his boomerang to poke and hop to keep himself safe from dying, and then when he hits Mega Gnar, he becomes a top-tier unbeatable champ that has a spammable boulder that applies an AoE slow and a 1.25 second stun on a 1.4 second cooldown. Would it be nice to have Mega Gnar up more often in URF? Yes, but it would also be nice for Yorick to have removed limits on summoning Ghouls and perhaps Mist Maidens.

My suggestion to Aurelion Sol isn't just about balance, it's about how cool Aurelion Sol would look with stars that orbit twice as fast. I'm suggesting a cool gimmick for a cool gimmick game mode purely to make Aurelion Sol look more impressive in URF mode.

Hell, I might make a petition about letting Yorick summon more than four ghouls for the same reasons. Wouldn't it be badass to summon and control an actual army of undead minions? And terrifying to see a massive horde of them laying waste to your turrets?

I mean, you could go and make your own thread about reducing Mega Gnar's rage requirement, but I think it lacks the flair that double-time orbitting stars would have for Aurelion Sol. Because you have to admit, it would be really badass for Aurelion Sol's stars to orbit twice as fast.

CrazFight 3 votes

WHEW i thought u meant in a normal game and was about to downvote LOL.

PePsiLemoNN3 votes

Didn't realize this was about ARURF and I was like ''... wtf''

LostFr0st2 votes

Do his orbs not increase in number up to 5 like they used to with levels?

SzGamer2273 votes

They do, but that's only a 66% increase to the rate his stars deal damage, and only when he reaches a higher level. Compare that to other champions who IMMEDIATELY get a 400% increase to how often they can hit people with spells and ASol's regular speed stars look slower than ever.

Just imagine that ASol got double booping speed right away at level one. His stars orbitting twice as fast just SCREAMS "Ultra Rapid" and would look really badass in-game. Then as ASol levels up, he gets four, then FIVE Ultra Rapid orbitting stars, adding up to a final 233% increase to booping speed, and look mind-numbingly fast and super intimidating.

LostFr0st1 votes

Levels happen so much faster in URF though, and he gets to spam E + Q. I think 5 is strong enough.

SzGamer2272 votes

This is URF we're talking about. The concepts of "strong" and "weak," "balanced" and "broken" have much less sway here than they do in the dimension of normal gameplay.

Here on Planet Urf, our only concerns are "badass" and "why aren't these stars faster".

Dynikus2 votes

He already gets 5 orbs, that's enough increase

SzGamer2272 votes

Yes, I know that ASol gradually gets up to 5 stars as he levels up, but that's only a 66% increase to the rate his stars deal damage, and only when he reaches a higher level. Compare that to other champions who IMMEDIATELY get a 400% increase to how often they can hit people with spells and ASol's regular speed stars look slower than ever.

Now imagine that ASol got double booping speed right away at level one. His stars orbitting twice as fast just SCREAMS "Ultra Rapid" and would look really badass in-game. Then as ASol levels up, he gets four, then FIVE Ultra Rapid orbitting stars, adding up to a final 233% increase to booping speed, and look mind-numbingly fast and super intimidating.

Neekotine2 votes

Honestly once you have 5 stars it's just broken, this would be too broken. Maybe he can get 5 stars earlier.

Heartstrings212 votes

ARURF already caters to heavy AP champions. Let's just make it worse, what's the worst that could happen?

Spoofghoul2 votes

Maybe ulting sion's should orbit him

choo choo choo choo choo

that would be funny

An Enemy Sutando2 votes

Whenever you get hit by him you also hear "COWA- COWA- COWA-"

Acheron162 votes

Because having 5 orbs is not enough. He also needs to have them orbit faster so that nothing can kill him outside from extreme range,

Fucking retards...

EvanThomas4 votes

You act like nothing in URF is broken.

Emerald Fang2 votes

He already gets Perma-W; nobody can even touch him; early game it's a nightmare facing this guy. He can do damage no matter where you are placed. His ult also is a free escape from any fight, as well as doing a fuck ton of damage and convienently pushing you into his orbs. This would literally be cancer, and considering that he is one of the 10-15 champs I see every goddamn game (URF is not random at all) then no thanks.

Oh, and while we're at it, let's make Illaoi's passive also spawn 400% faster. See how that works out.

JohnnyNeverSins1 votes

They fucked urf over because youd only see the same op picks,you really think that they will even consider it? xd they dont even read the fking boards to begin with...but it would be way too op (thats why urf is fun tbh)

Tis a nice day1 votes

And yet everyone complains we don't have enough URF.

Skins Project5 votes

yes because it's 100% logical to hire someone just to read flame thread after flame thread after flame thread. Balance ideas from people who are salty after just losing, and hear a few thousand, realisticly hundreads of players scream that they are the majority out of the millions of players this game has.

Thread after thread of players being greedy being upvoted.... ETC? Yes.. Pay someone to do that. You heard the man!

Supreme Senpai691 votes

To be fair back when urf was a thing I used to play the heck out of him. He can have his W on forever, it's really fun

Envonyx1 votes

2 days of hardcore arurf snd I got sol/ seen sol once and then a dude dodged snd never saw him again. That's the real issue. For again random mode I've seen a few consistent champs constitution reappearing and others not so much

Rito Staff1 votes

I think it is alread on an increased speed, having player him already

http://matchhistory.euw.leagueoflegends.com/en/#match-details/EUW1/3079333677/205976169

SpecterVonBaren1 votes

Make it so attack speed makes his stars rotate faster, then it would fall under the attack speed buff in URF.

Aurelion Soul NA1 votes

My passive needs to rotate faster

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