Aatrox: Effects & Animations Update

Shénzhì··11 votes·1,935 views

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:

  1. 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)
  2. 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.
  1. Press [Q] Dark Flight: Aatrox's wings animate to prompt enemies within cast range. (Mecha Aatrox may spin his turbines)
  2. 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


#:: Possibly every other Aatrox idea

11 Comments

ninjaIRL 5 votes

Aatrox should have a large boost of decaying Tenacity when he ults to help him do his melee ADC job easier, Master Yi has his ultimate, Yasuo has his dashes and utimate, Tryndamere has his ultimate, spinslash and instant CC which is actually better than Aatrox's.

P.S. It sucks how Tryndamere wins against Aatrox at top lane almost all the time. "Tryndamere, my greatest creation!" - Aatrox proceeds to slowly fall behind because Aatrox doesn't utilize crit chance like Tryn

pripustas4 votes

He needs a buff. Not a visual update. Buffs. Damage. Utility. Something.

Shénzhì1 votes

{quoted}

[Quoted from: Aatrox, where is he on the priority list?]

#Aatrox Gameplay Concept #1 (Think of the new Ashe's %CritChance incorporated into her new passive Frost Shot)

This idea proposes the use of Life-Steal and/or Spell Vamp. calculated into one value named 'Blood Lament' to increase the build-up of Blood Well and increase the cooldown decay of inactive Blood Well, depending if it's Active or Inactive. This requires Health Point stats which may lead him to becoming a Juggernaut.

Blood Well [P] now uses Life-Steal and Spell Vamp., Runes, Masteries and Items. These two facilitates the hemomancing properties of the Darkin Blade:

  • Increases self-infliction damage from abilities.
  • Increases Blood Well reward from self-infliction abilities.
  • Applies Blood Lament (Spell Vamp.) on Massacre [R]. (More champs; more heal)
  • [W] Blood Thirst 3rd-hit healing will item-scale from Blood Lament.

The increased self-infliction may bring about increased risks at mid/late game, and so the Blood Well cooldown decay is adjusted/scaled to compensate.

  • Blood Well revival cooldown decay increased by LifeSteal and Spell Vamp stats.

Basically, he gains Blood Well faster based on Life-Steal and Spell Vamp equated into one %value named 'Blood Lament'. When he uses an ability, he gains Blood Well. With increased Blood Lament, those chunks of Blood Well and self-infliction increase. All these are improved and managed by increasing Health Points (same as before?). Increased attack speed means increased self-healing to manage and compensate the initial HP loss. Aatrox's item builds will be kept more or less the same:

  • Attack Damage.
  • Attack Speed.
  • Life Steal / (new) Spell Vamp.
  • +Health.
  • +Resists.

This juggernaut Aatrox new item builds can now prioritize item 3124 "finally!.."

With this he becomes a juggernaut .. I think. May need some tweaks. (e.g. Blood Well resource decays sooner and quicker out-of-combat). (e.g. mobility changes of [Q] Dark Flight) (e.g. 'Blood Lament' (LS & SV) will scale Blood Thirst's heal; Base HP Stat increase) (e.g. *****Blood Price [W] may need to deny on-hit life-steals)

So what have I just said? Aatrox is one that depends on attack speed for his 3rd-Hit [W] on-hit abilities to deal or heal. This idea reinforces that dependency of his Blood Well. In each battle instance he'll start off slow and steady but will escalate much more quickly depending on 'Blood Lament'. Aatrox can capitalize if he's allowed to! What is kept is the same risk assessments and reluctance without an active Blood Well, and the same vulnerability to crowd-control is also kept. What's new is scaling greater self-infliction and functions to manage HP fluctuation. It's capturing the idea of his balance above and below 50% health; staying alive or dealing damage but to do so requires more Base HP Stats for these actions to be less hampering.

All about that Attack Speed, Max Health and 'Blood Lament' (LS & SV).

Additionally, both Life-Steal and Spell Vamp combined as 'Blood Lament' could make a well-placed Massacre [R] more intimidating (because sudden heal) and thus Blood Well revive becomes more reliable. Like juggernaut Darius as an example, take him down before Aatrox becomes a problem for everyone.

Problem with this idea is maybe branching into new builds from which extensive rework may be needed. By expanding build paths instead of narrowing may make item choices more difficult (e.g. the ambiguity between Ravenous Hydra (life-steal) or Titanic Hydra (health points)). If Blood Thirst [W] keeps its +%AD it shouldn't be too difficult. Additionally there could be a thematic conflict or deviation. 'Blood Lament' may be more of a Warwick thing.

53436278DEL11 votes

{quoted}

#Aatrox Gameplay Update #2 (Think of the new Ashe's %CritChance incorporated into her new passive Frost Shot)

This idea proposes the use of Life-Steal and/or Spell Vamp. calculated into one value named 'Blood Lament' to increase the build-up of Blood Well and increase the cooldown decay of inactive Blood Well, depending if it's Active or Inactive. This requires Health Point stats which may lead him to becoming a Juggernaut. These two facilitates the hemomancing properties of the Darkin Blade:

  • Increases self-infliction damage from abilities.
  • Increases Blood Well reward from self-infliction abilities.
  • Applies Blood Lament (Spell Vamp.) on Massacre [R]. (More champs; more heal)
  • [W] Blood Thirst 3rd-hit healing will scale from Blood Lament.
  • Blood Well revival cooldown decay increased by LifeSteal and Spell Vamp stats.

Basically, he gains Blood Well faster based on Life-Steal and Spell Vamp equated into one %value named 'Blood Lament'. When he uses an ability, he gains Blood Well. With increased Blood Lament, those chunks of Blood Well and self-infliction increase. All these are improved and managed by increasing Health Points (same as before?). Increased attack speed means increased self-healing to manage and compensate the initial HP loss. Aatrox's item builds will be kept more or less the same:

  • Attack Damage.
  • Attack Speed.
  • Life Steal / (new) Spell Vamp.
  • +Health.
  • +Resists. "finally!.." (e.g. Blood Well resource decays sooner and quicker out-of-combat). (e.g. mobility changes of [Q] Dark Flight) (e.g. 'Blood Lament' (LS & SV) may be very powerful: Blood Thirst 3rd-hit need nerf) (e.g. *****Blood Price [W] may need to deny on-hit life-steals)_

So what have I just said? Aatrox is one that depends on attack speed for his 3rd-Hit [W] on-hit abilities to deal or heal. This idea reinforces that dependency of his Blood Well. In each battle instance he'll start off slow and steady but will escalate much more quickly depending on 'Blood Lament'. Aatrox can capitalize if he's allowed to! What is kept is the same risk assessments and reluctance without an active Blood Well, and the same vulnerability to crowd-control is also kept. What's new is scaling greater self-infliction and functions to manage HP fluctuation. It's capturing the idea of his balance above and below 50% health; staying alive or dealing damage but to do so requires more Base HP Stats for these actions to be more reliable.

Additionally, both Life-Steal and Spell Vamp combined as 'Blood Lament' could make a well-placed Massacre [R] more intimidating (because sudden heal) and thus Blood Well revive becomes more reliable. Like juggernaut Darius as an example, take him down before Aatrox becomes a problem for everyone.

Problem with this idea is maybe branching into new builds from which extensive rework may be needed. By expanding build paths instead of narrowing may make item choices more difficult (e.g. the ambiguity between Ravenous Hydra (life-steal) or Titanic Hydra (health points)). If Blood Thirst [W] keeps its +%AD it shouldn't be too difficult. Additionally there could be a thematic conflict or deviation. 'Blood Lament' may be more of a Warwick thing.

nice i occasionally build rage blade on him eeven tho its ok with him lol

ACWOW2 votes

For Dark flight, it would be better if Aatrox becomes untargetable for the duration of his flight, and if started before Bard's Ultimate, can dodge it. Also with his blood well, I like the idea of more animations, and also I feel that his blood well, when active gives a critical strike buff, like a 25% chance, or 15%. But when it's inactive it only has the Attack Speed buff. And of course, HIGHER BASE HEALTH, like it's ridiculous, Talon (an Assassin) has higher base health than him! Talon

Maple Crusader1 votes

Seems pretty cool. Giving Aatrox some CC resistance would help him a lot, as long as it doesn't get too overbearing.

DaedricTerror131 votes

.....his effects are fine...the actual CHAMPION needs fixed because hes bad, perhaps the worst champion.

Shénzhì1 votes

{quoted}

.....his effects are fine...

Except some few, I'm not saying they are not! I'm saying there's room for more!

{quoted}

the actual CHAMPION needs fixed because hes bad, perhaps worst.

There's complaints and ideas everywhere including this one.

Shénzhì1 votes

#The Darkin Blade: (Revive Adjustment)

{quoted}

I was just thinking of this fan theory and what an Aatrox rework may become. Fiora was updated to benefit her team with a healing ultimate. What if the Darkin Blade also benefits the team somehow?

When Aatrox dies, instead of reviving with a passive he will drop his Darkin Blade. The Blade waits for an immediate wielder! Teammates can pick-up the Darkin Blade an be enhanced by it for the duration of Aatrox's death! It's part fitting to his current background of inspiring, empowering and corrupting his allies.

To compensate for the removal of Blood Well revive, the success of the player who picked up the Darkin Blade after Aatrox's death will reduce Aatrox's death timer. It's a reasonable idea and could work..

Additionally with Aatrox dead the Darkin Blade could estimate the most eligible champion within vicinity. Instead of a random weaker team-member picking it up the weapon would instead decide the best option and call to that player with strange murmuring!

Shénzhì1 votes

Gameplay Examination: [Rework concept: Aatrox, the Darkin Blade]

{quoted}

Nerf To Scale: It seems when he was launched he had reliable power spikes and could self-sustain effortlessly. Now he's this paper-thin crap you'd rather wipe ass with and flush down toilet. However, what I've maybe understood is he's been changed unsuccessfully to be less spiking and more scaling. What if... his rework was designed to be better at scaling Aatrox?

Healing Time: I understand the healing problem and now everyone can understand it. Darius' new healing capabilities is more or less the same and it's so troll. It could instead of being instant; be heal-over-time. Scaling:

  • [Blood Thirst]: New melee self-sustain system allows counter-play.
  • [Each Hit; AD]: Pumps a heal-over-time to its maximum capacity with grey health indicator. Constant hits keep it maximum (this does not mean the whole HP bar).
  • [Heal Speed]: IN-COMBAT: Increase that heal-over-time to highest speed. OUT-OF-COMBAT: Decrease that heal-over-time to lowest speed.
  • [Blood Price]: Synergy with new Massacre (read below)

Steroid Addict: Removing his attack speed steroid may be a seriously unwelcome change. It could instead be scaling with each [W] level? Just sayin'..

Misbegotten Role: Aatrox is unique with his self-sustain fighting. By first identifying his thematic and establishing a role I suppose then go about reworking Aatrox. Currently he's either a fighter or something unidentified. He's dependent on health and attack damage, and because of those two can lead him to becoming a juggernaut.

Base Health: His base HP is shameful. Whatever update he receives needs to bring that base HP back to consistent levels.


Teamfight Peeler: I think he lacks in contributing to his team. Your massacre and 'impalement' idea inspired a thought for a new Massacre:

  • [Massacre]: (new) Made to assist team by lowering HP of all nearby enemies. (AS-dependent)
  • [AOE Melee]: Each damage on single target divides and distributes that damage to all enemies nearby. That damage is distributed evenly and they can be resisted. With less enemies, they receive more damage: one target; full basic attack damage. What will happen: enemy damage-dealers with less defenses take more damage. Teamfight see their fasting HP bar and know who to focus when there is no focus.
  • [Synergy with W]: The 3rd Hit will compensate for the divided basic attack damage distribution from Massacre. Each 3rd Blood Price will apply all that damage to single target as normal.
  • [Mobility Lubricant]: What use would this ability be in 1v1? Mobility through units from levitation .. and maybe a 5% tenacity.
  • [When to Activate?]: This ability idea requires the player's careful decision and different parts of the game. It will be designed to either be used 1v1 or 1v4 / 1v5.

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