Aatrox and Kha'Zix cool change ideas
Aatrox : for starters the problem with Aatrox lies in his lack of versatility, if you've played him a little or a lot you know you are (A)going to dive people to engage for your team, easy to do with a tank build, however with any other build paths this becomes almost impossible, and even with the tank build you only really do one thing and many other champs preform this AOE cc type of engages better EX: malphite, amumu, sejuani, galio, the list goes on, which brings us to (b) what happens when you build carry Aatrox or even off tank, most of the game you will end up waiting for a real tank to engage hovering around the fight like a melee ad carry but once again Aatrox is outclassed here as well as his sustain is only enough to out heal a tank half attacking you and his damage can be decent, but lets be honest others such as fiora and yi make him look like... well a scrub leaving you with the mediocre tank build for the preference, you may be thinking but wait Aatrox has that op passive, but most of the time the only way you can get enough blood well points to count is once again if you build tank, but if you come back with tank aatrox you are not going to make that much of a difference most likely
AATROX CHANGE IDEA: change the ult into a real Massacre and not just a lame ap nuke as most end up using it
R: Massacre Base dmg: taken away (to prevent it from being used as a lame ap nuke to win 1v1s)
bonus attack range: plus 75 so from 325 to 400 in ult aa range( so he comes a bit closer to being able to attack like ranged auto attackers such as adc's)
bonus attack speed: unchanged
(new) attrox ascends into the air turning the slow cc'ing Dark flight into a fast dash during the duration, the new dashes cool down refreshes on (W) Blood thirst/blood price (obviously no knock up on the transformed q)
Duration: 12 secounds, plus 2 secounds for kill, plus 1 secound for assist
this change would give new purpose to his q and w, with fun and exiting resets and duration bonus' to give you the chance to really "Massacre" the other team all while making both tank builds and carry builds more viable and versatile.
Kha'zix: lets address the problems with kha'zix so we can better understand the change idea, firstly today hardly anybody plays kha'zin as an assassin today everyone maxes his void spike for the aoe dmg, poke, slow,heal and if evolved revealed plus 2 more projectiles, obviously this is a very attractive ability which is why people stay away from his q and what should be his main ability because it can only do good dmg when the target becomes isolated even when evolved it still does the same dmg when the target is not isolated, however the disparity between isolated and non-isolated dmg grows to about 3x, this is too much of his dmg taken on a chance that the enemy decided to be stupid therefore:
KHA'ZIX CHANGES:
(W) void spike: (dont worry it gets cool not just a Nerf)
dmg: subtracted by 50% aoe on hit: deleted heal on aoe: deleted evolved triple shot: deleted
(New non evolved w) missile speed: plus 25% hit box: subtracted 50% (so you can more easily snipe champs behind other targets) range: plus 200 so from 1000 to 1200 slow: unchanged New: marks the target for 5 seconds reveling them and guaranteeing that they are considered isolated regardless of the position in correlation to other minions or champs(if you land 1 isolated q then the target is no longer isolated)
Evolved bonus
mark: plus 10(+5% of your ad) armor pen for the duration
cool down: unchanged (however if you land your q while the target is marked the cd is reduced by 25% )
allows you to land more than 1 isolated q on marked targets
these changes to the void spike would stop kha'zix from being a boring poke champion with assassin skills based on luck
i realize some of the numbers may be OP or UP however the idea of the changes i think are solid