Aatrox: Effects & Animations Update
I feel there is so much missing from the Darkin Blade that ought to be addressed and fulfilled. Don't be alarmed! D: It's mostly improvements to feel like your playing some sort of ancient God of war. Not just effects and animations but some functionality of his abilities, too.
#Effects:
-
Massacre [R]: Must improve the visual effect of area-of-effect burst damage. I think it's too short making it barely noticeable in heat of battle. Because the visual effect is so short I often forget it has area-of-effect damage as I'm playing Aatrox, and so I unlearn a tactic to dive and thrive.
-
Basic Attacks (Blood Well active/inactive): Thematically, how else can the difference between Active and Inactive Blood Well be displayed? I imagine an active Blood Well would vacuum auto-attack blood into the blade. Maybe some 'soul baubles', too. An inactive Blood Well would splash auto-attack blood outwardly from targets.
-
Sounds of Inspiration: This idea focuses the inspiration thematic. By identifying when Aatrox can capitalize the game applies a music layer in those moments. Aatrox and allies experience this.
-
Preliminary Trigger: Success usually begins after high Blood Well attack speed or enemies dying during Massacre?.
-
Success at End: The music layer persists to continue the prestigious emotions.
-
Failure at End: The music desists in a way to alleviate demoralized emotions.
#Animations:
-
Blood Well (Inactive) [P]: When stood still and Blood Well cooldown decay, Aatrox poses to 'ready his blade'.
-
Blood Well (reviving) [P]: Could be dramatized visually from which then Aatrox's gameplay must follow-through to be worth the revival. Functionality: Momentarily denying crowd-control in battle sounds good (but not while fleeing). In this moment it's all about the Darkin Blade doing some sort of panicking ritual of undying to save its wielder; to secure its source.
-
Basic Attacks (at high attacks per second): Current builds for attack speed, his basic attack animations could be made much less clumpy. It's all about that Blade now. I imagine a sub-set of basic attack animations specifically designed to work around his blade size, inspiration thematic and the speed of his auto-attacks. It has to look and sound fearsome to the enemy and spectacular to Aatrox's teammates. [More insight into this idea]
-
Blades of Torment [E]: (updated function): Aatrox and his Darkin Blade expands into a rigged, barbed lance. Two ranges of this ability:
- Inner range (instant): Using [E] momentarily braces (0.2s) then lances his Darkin Blade into direction. Instant damage to those within short range. (Next basic attack animation immediately after [E] becomes a unique follow-through)
- Outer range (avoidable): Using [E], the follow-up ranged animation is the same as before if not updated.
Aatrox is a melee fighter and his [E] ability's current functionality does not adapt that idea of melee. I've used Aatrox's current gameplay to propose this [E] functionality which would blend in with his auto-attacks.
- Dark Flight [Q]: This ability is very fast lacking any visual prompt for counter-play. (1) I propose that his wings flap or flex ready to take flight the moment [Q] is pressed and any champion within range. (2) It is also broken. While in the air I am convinced I would be invulnerable to receiving hits that have not landed already. Problem is that they do and this is confusing. You're expecting to dodge but no.
- Press [Q] Dark Flight: Aatrox's wings animate to prompt enemies within cast range. (Mecha Aatrox may spin his turbines)
- Use [Q] Dark Flight: aerial Aatrox avoids all incoming crowd-control effects that have not already landed. (There may still be some unavoidable exceptions! e.g. Bard's or Ekko's domes)
#Ability Combinations: (Animations)
-
Dark Flight [Q] and Massacre [R]: During the use of Dark Flight while in the air, using Massacre ultimate he may land differently. The follow-through effect would be Massacre's area-of-effect lands in the location of Dark Flight's. The visual prompt of ultimate before he lands may work against Aatrox; attracting attention. Animation: Maybe touch ground, swing his Darkin Blade 360° and resume levitation animation.
-
Dark Flight [Q] and Blades of Torment [E]: This ability combo is an extension to a suggestion already made in this thread. This is also a functionally suggestion for acute plays.
-
When landing, the short grace period of [E] Blades of Torment that instantly applies short-range melee damage becomes effective immediately after landing a Dark Flight (basically as it plays now; no change).
-
Blood Well revive [P] and Massacre [R]: If not already updated to be dramatized, the use of Massacre during an Aatrox Blood Well revival would be excessively dramatized. This becomes a visual prompt for counter-play and should only be considered if Aatrox's Blood Well revive is updated to be more reliable.
#:: The Darkin Blade: (Revive Adjustment) #:: Aatrox Gameplay Concept #1 #:: Gameplay Examination
"finally!.."