[Gameplay Update] Aurelion Sol, The Star Forger

ModThe Djinn·9/7/2019, 5:04:26 PM·50 votes·17,701 views

Hey all! Another 15-minute design experiment, this time with Aurelion Sol. All constructive feedback is appreciated!

The goal of this gameplay update:

  • Give Aurelion Sol himself more to do that simply boop people with stars (you should feel like a star-creating dragon more frequently).
  • Expand on the caster-like nature that a Star Dragon implies.
  • Make him more accessible to non-Aurelion Sol mains through some more caster-like mechanics, while preserving the things that make him unique (roaming, star mechanics).
  • Create new opportunities for new and existing players to feel good about.
  • Appeal both to people who prefer traditional casters and people who like the unique star-based gameplay.

Additionally, please remember that this is a 10-15 minute experiment intentionally. As a result major changes like complete gameplay pattern shifts are off the table, as the time allowed isn't really suitable for large-scope changes and gameplay balancing.

With that in mind, let's dive in.

https://i.imgur.com/GtYayUJ.png

#Center of the Universe [Passive] Ability Description: Aurelion Sol is constantly orbited by three Stars, each doing a full circumference in 5.25 seconds, and beyond them exists an Outer Limit affecting his damaging abilities. This outer limit is always visible to Aurelion Sol as a faint line.

Design Notes: No changes here, save that the outer limit is made visible to help newer players judge Celestial Expansion (and thus flatten the steep learning curve for Aurelion Sol by a this mandatory memory tax).

https://i.imgur.com/GtYayUJ.png

#Moment of Creation [Q] Active: Aurelion Sol creates a star at the target location after a short delay, dealing damage to enemies struck. The star then begins to orbit around him at the range it was at when created, completing three full rotations before fading (this rotation path is visible as a very faint circle around Aurelion Sol). Enemies struck take damage based on Aurelion Sol’s current star damage.

Stores up to 3 charges. 1 second static cooldown between casts.

Design Notes: One of Aurelion Sol's big issues is that he feels too passive for a self-absorbed, all-powerful Star Dragon, so letting you actively create stars to add to your universe is a way to hone in more on the creator fantasy, while also adding some cool ways to set up for teamfights, long-range poke, and general caster-style play. Letting you stock up on charges means that you can really become a terror in teamfights when you unleash your own little universe. And no, I didn't remove your baseline CC -- take a look at the new E.

https://i.imgur.com/GtYayUJ.png

#Celestial Expansion [W] Passive: The damage of Aurelion Sol’s stars increases.

Active: Aurelion Sol pushes his passive stars farther out, increasing their damage and speed. Stars created with Moment of Creation gain damage and speed, but are not moved.

Design Notes: This one sees almost no changes, because it's a strong ability that lets you manipulate the heavens, like any good Star Dragon should. To minimize confusion with moving stars, self-created stars don't adjust in their distance, but they do still empower themselves.

https://i.imgur.com/GtYayUJ.png

#Voice of Light [E] Active: Active: Aurelion Sol breathes out a wave of pure celestial power, slowing and dealing magic damage to targets hit and knocking them backwards towards his outer limit if they’re within 600 units.

Design Notes: This is the replacement for your baseline CC, offering a little more safety and a little more uptime feeling like a celestial dragon. Reducing the area and damage means we can afford to make this a basic ability without too many balancing tweaks needed elsewhere, and since it serves as your slow and your safety tool there's some encouragement not to simply save it for safety every time.

https://i.imgur.com/GtYayUJ.png

#Comet of Legend [R] First Cast: Aurelion Sol shields himself and begins to fly in the target direction, creating a brilliant star as he travels. The effect instantly stops if the shield is destroyed.

Second Cast: Aurelion Sol stops and sends the star surging forward a short distance, dealing magic damage and stunning enemies struck based on the total distance traveled.

Design Notes: Aurelion Sol's star-following, nearly global roam is a standard of his kit, and needed to be preserved in some manner. Making it an ultimate felt like a good change since his core pattern is a bit better at sustaining itself now (and a bit more active), so we could still get that great feel of a grand celestial dragon crashing down on his puny mortal foes and unleasing the force of his majestic creation. The shield helps give you a bit of safety on arriving, but also serves as a way for attentive enemies to stop you from using this to escape.

https://i.imgur.com/GtYayUJ.png

#Self Analysis

I think there are some major issues left to solve here. Chief among them that simply dropping your Q at your Outer Limit is probably the optimal way to play, which feels pretty shitty, and otherwise one lone orbiting star on a 5.25 second rotation feels useless a lot of the time. Unfortunately that probably means that the pattern I have here doesn't ultimately work, although I think there's some value in keeping a "create your own star orbit" mechanic in some way, and I think shifting the R to baseline and the Q/E combo to the ultimate could ultimately be a good move.

It might honestly be worth removing the passive entirely in favor of a Q that lets you place a ring of stars at a set orbit, giving a bit more downtime to the stars but a bit more control over them. That would open up another ability slot, which could be interesting.

80 Comments

FlameHalbrdOkido9/7/2019, 6:01:59 PM15 votes

I feel like this addresses the problems that Riot had with the release Aurelion Sol kit, i play Sol alot and I'd play this, i think i might even enjoy it more

Zee Zone9/7/2019, 5:44:48 PM4 votes

So the CC from his q was replaced with damage to fit the fantasy and you switched his E and R? I'm not sure but less CC on a mage doesn't sound that good of a decision. Him being able to instantly trigger his q on cast was a good decision imo and this feels like a step backwards gameplay wise and not that worth it for the themes' sake.

Yes maybe his pushback being on his E instead of R means it comes on more frequently but it will come down to mana costs and cooldown.

TheMojoKiller9/8/2019, 11:27:48 PM4 votes

As a person who's been made a post opposing the Aurelion Sol changes and not being a fan of the changes since it hit PBE because...

  1. It doesn't really feel like Aurelion Sol
  2. He's not really a niche pick anymore
  3. He's more of a burst-mage then a battle-mage.
  4. Overall, very unsatisfying..etc. I love the ideas of the changes because it respects who Aurelion Sol is supposed to be, and this kit sounds more of a battle-mage the current Asol will ever be. This also addresses the issue with his ult of how it feels so lackluster right now. All in All, I would be so down to try and invest my time into playing with these Aurelion Sol changes, you have my upvote!!
Dee Legend9/9/2019, 11:47:15 AM4 votes

Yeah

NelsieLisnen9/8/2019, 1:17:46 PM3 votes

Overall really nice concept. But I think that his passive, as you said, shouldn't give passive stars anymore, unless the rate at which he can blow out new stars is decreased. Instead maybe you could make it so his 3 star charges on Q could be cast more rapidly and added to his star rotation when he activates W The stars would stay with him indefinitely unless a new start is cast, in which case it would replace the oldest star cast in the orbit. Perhaps then you could move his old E passive to his actual passive. All in all sounds very cool, actual thought went into it, but I think that would make him even more mechanically intense although I don;t mind that at all.

DCYOUNG8889/7/2019, 11:44:16 PM3 votes

I do like the e and r changes not too confident on q yet but question is what is the range of the q star rotations also? In addition what would the cd on the new e and r be since aurelion is supposed to be a roaming mage but also one with weaknesses of getting kited or jumped not (but not to the point where he is completely helpless).

EgocentricDragon9/8/2019, 9:46:43 PM3 votes

I really like this idea! I preferred the old Asol more than his current live state and one thing that felt off to me about him was that as a godly star forger, his play style became walk forward, do a ballerina twirl with the stars, and run away. Even if there wasn't much star "forging" in the older skills, the toggle let him be much more in your face: I am a god who is going to sit here and whack you with stars, what are you going to do about it?"

One critique that I have though is that if the ult is moving to E you might have to tune it down some. Having damage, slow, and knock back at the old levels would probably be a bit much for a basic ability. Also as an idea to make to Q a bit more interactive, maybe lower the damage and put it as a charge system? That way you could choose between hitting people with a burst of stars at once or go for more consistent damage, and you get a Draven-esque style of play with your weaker passive stars and stronger Q stars.

Akali Prime9/7/2019, 6:53:44 PM3 votes

so in this version will his W remain a toggle right? and can you explain his Q a bit further to me is seems like he creates another W passive that he can place anywhere around his body for a short time correct? if thats a case then i like it

Arakadia9/8/2019, 4:39:42 AM3 votes

This is so cool I would love this.

BattleAx899/9/2019, 10:33:20 PM2 votes

I don't like any of this

Skaarl H Marx9/7/2019, 11:25:31 PM2 votes

Is this something actually being considered or just a fun little concept for the character

Voidner9/8/2019, 6:00:51 PM2 votes

Another one of my mains being reworked. Im done

Cloud6b9/9/2019, 2:35:07 PM2 votes

First of AurelionSol is an almighty space entity unconfined to the realm of mortals, in other words he’s a roaming champion just like talon. It would be great if you guys gave him his passive (approach velocity) back or at least give him a higher ms. He is also a creator dragon so as such having his other stars and galaxies orbit him from the outside his outer limit does sound cool. For his R voice of light it perfectly fits his kit since he needs it to reposition his enemies to land his W and Q. Finally his E (comet of legend) which should scale just as it scales right now in 9.17 more range and ms as it levels up.

Xalcer9/9/2019, 9:46:24 PM2 votes

The thing is, why does Aurelion, and only Aurelion from the entire rooster of champs, has to be "new player friendly"? There are many thing I really don't understand.

He IS new player friendly, they just need to practice him, like with every other character. Just look at all the people maining him before the rework. They all were "new" to the champ at first. Absolutely nobody picked him for the first time and said, "Oh, yeah, I know exactly how to play him right". They just liked the champ and played him, over and over, probably losing a lot of matches until they learned. So why wouldn't new players be able to the same? Every champ is hard at first, they are not stupid. If they like the champ they'll keep playing him. If not, well, there's plenty other to choose.

I know I wont get any official answer, but I just would like to know.

Bârd9/8/2019, 3:11:59 AM1 votes

Mostly great.

I don't really think it's necessary to make Comet do damage, though. You can scale its power up to ult level without tacking a nuke onto it.

Just make it a port of his current E with massive range and a low CD. That utility would be better

Power Cosmic9/8/2019, 5:59:23 PM1 votes

Why not just revert and then make something else for other people? This habit of taking things away from fans is getting absurd.

WynnChairman9/9/2019, 2:11:21 PM1 votes

Imo if the ult will be changed the way it is, it should at least have a slight steering mechanic like nunu/sion. obviously not too much but enough so that the stun portion should be easier to land. as it is, I feel like 90% of the time one part or another of the ult will be wasted. if you use the flying part at long range to get to a fight/gank, it's not uncommon that the enemy champs will have moved from where you will land. if you use it right away for the stun, then you lose out on your flying.