Aurelion Sol Ability Ideas

TheHobbits·6/7/2018, 12:48:47 AM·0 votes·1,350 views

I've been thinking on this idea for Aurelion Sol for a while now and I think its time to discuss it.

Note to the Sol mains: Please don't just down-vote this thread into oblivion like you did last time. I am sorry if I have offended you in any way, but I've revised my choice of words this time and hope I haven't insulted you in any way. I merely wish to express my interest in this unique champions gameplay. My apologize again and I hope to have a proper discussion.

https://na.leagueoflegends.com/sites/default/files/styles/wide_large/public/upload/aurelion-sol-bio-banner.jpg?itok=d00HMRyj

Q - Starsurge

First casting Q will spawn a small aoe directly in front of Sol. This aoe will begin to orbit around Sol with its edge always close to his center. Upon casting Q again, or upon completing one full rotation, the aoe will burst dealing dmg and stunning.

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

If Starsurge is cast while travailing with Comet of Legend the aoe will follow in a straight line and continue to grow till the journey is complete, or Q is activated again, where it will then detonate.

**W - Celestial Expansion Bodies ** Casting W will create an orb at a targeted location (within a set range), dealing dmg. After a moment the Star Dust will from a star that, if approached, will begin to orbit around Aurelion Sol damaging (or slowing whichever) enemies as they travel.

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

A max of 5* orbs can orbit Sol at any time. After an orb as completed at least one rotation it will detonate on the next enemy hit.

Passive - Center of the Universe (Additional idea. Not required)

Sol will spawn Star Dust as he kills enemy minions. Starsurge can consume this Star Dust to increase its dmg.

Pardon my rough sketches, but can you see what I'm going for here. More about orbitals. As if Sol is the center of the Universe. The Q no longer has a minimum range, but only has a little aoe when immediately cast. With W Celestial Bodies enemies need to keep watch for Stars returning to orbit around Sol. E is unchanged. R is unchanged.

Thoughts?

3 Comments

oUwU5/22/2019, 5:06:32 AM

Ok, so this may be a year late, but I have some thoughts.

For Starsurge, this idea would make A Sol harder and easier at the same time, it can make it easier or harder to hit, depending on how the enemy dodges, and how you position your Q. I feel that this wouldn't be a good change because it removes how Sol's Q is unique and removes how he would hit his Q. You would have to do some weird turning, which would be fun, yes, but would make Sol easier to counter than he already is.

In Celestial Bodies, This just isn't a good idea overall. His passive and W is his main source of damage, and if he didn't have the size, speed, and damage increase that his W has currently, he would just be useless. He's meant to be a DPS champion. If a star disappeared after hitting a champion after a full rotation, that would ruin the entire point of him.

For Center of The Universe, that would really be overpowered, if you just added that, because of how Sol scales, and how much damage Sol can do with enough AP. His DPS is insane late game.

Now for what I think should be changed about Sol, isn't about changing his abilities so they do something different or have a new mechanic, but their costs.

I think Center of The Universe is fine as is. It's a good passive, which is a really good source of damage, and is fun to play around.

Same thing with Starsurge. It's a good way to have Sol's DPS increase while being fairly balanced.

For Celestial Expansion though, I think instead of having you to use 40 mana to start up the ability, I think you should use 30. And for the mana cost p/ second, I think it should cost lower level 1, so instead of 22 mana p/ s, it would be 18 mana p/ s, and instead of increasing 2 p/ level, it should increase 4 p/ level, so 18, 22, 26, 30, 34. This is because of how good A Sol regens mana early/mid - late game. If you get ROA/Mana Flow Band (or both).

For Comet of Legend, I really think he goes too far at max rank. Instead of 1000 range p/ level up, it should be 750-800. So the range would be 3000, 3750, 4500, 5250, 6000. Along with this, I also think the mana cost should be either no mana cost or 30.

And Voice of Light is fine as is as well.