[Aatrox Rework] @Riot and Aatrox mains Please let me know your thoughts on this
Passive: Aatrox stores Essence of War (EoW from here on) (1000 max) upon casting abilities and Auto attacking, EoW gained from auto attacks is equal to 50% of damage dealt (25% to non-champions). Stored EoW affects his abilities, Aatrox loses EoW at a rate of 2% every second while out of combat (4 sec of not attacking). Upon taking fatal damage he is reborn shortly after with 250~600 (based on level) plus 25% of the damage he has dealt in the last 5 seconds (possibly capped by level) and reducing his EoW to 0.
Q: Same as live except, Cost is 0 and generates 2/4/6/8/10 % of max EoW, The CD of the ability is reduced by 1% of current EoW up to a maximum of 10% Bonus CDR on Q at max EoW (this is in addition to CDR.)
W: Completely overhauled. Passive: Every 3 auto attacks Aatrox heals for 15/25/35/45/55 + 2/2.25/2.5/2.75/3 % of current EoW % of essence stacks up to 5 times (stacks last 4s or until another is added by another 3rd hit) Active: Cost: 0, CD: 5s, Range 700. Target champion is affected with a debuff which seals 1/1.25/1.5/1.75/2 % of their max HP (stacks up to 5 times, Stacks last 15s or until refreshed). The seal has no effect on the champion until they are hit by Aatrox's Ability Damage. Upon being hit by one of his spells (Q, E, R) the targets HP above the seal is reduced down to the seal before Aatrox's ability deals damage. Generates EoW equal to the HP reduced.
E: Same as live except, Cost is 0, generates 1/2/3/4/5 % max EoW, after ability completes animation Aatrox can cast the ability again within 2s to dash the same direction the ability was cast. EoW increases Dash speed. No longer Slows.
R: Complete Rework, Cost: 0, CD 180/150/120 Range 1500~2000 Drops an obelisk at target location after 1.5s dealing 150/350/550 Physical Damage to those hit, Creates an Aura around itself within 1000 unit area. Enemies in the area are marked with a debuff, while allies in the area are buffed, Allies who are buffed who attack enemies who are debuffed deal 1% increased damage for each level of the buff (buff levels increase every 3 seconds in the area, Buff stacks up to 5/6/7 times).
Obelisk has 500/100/1500 hp and can be destroyed by auto attacks and targeted spells, Obelisk lasts 18/27/36 seconds.
Reasons for changes:
Passive: Removal of Attack speed: Originally Aatrox was meant to be a Melee carry prototype (IIRC) but his design relied on him building too many defences to be able to complete his task due to low base stats (due to passive attack speed and revive) by removing his passive attack speed we allow his stats to improve. Change from bloodwell: Aatrox's design was to gate his actions through max HP cost on abilities, by making him manaless his base HP can be allowed to be higher, by making the cap at 1000 for the new passive (which should be easily attainable in the late game) we create an easy (number wise) gauge to manipulate his power. By changing from a scaling to 1000 we then have to create a decent base heal on the revive, but with the addition of the % Damage dealt mechanic we cause him to be more of an infighter and be more about being in the fight when he dies than just a get out revive.
Q: Addition of the CDR Bonus: By creating an incentive for Aatrox to be in the fight more he allows himself more opportunities to survive the fight by disallowing his enemies action (Due to the Knockup).
W: Reason for the removal of Blood Price: Blood prices design was very binary in that the player either had enough lifesteal to sustain it or they didn't. The few exceptions to this were either really early trades in lane or when Aatrox was already ahead of his opponents.
Reason for change in Blood thirst: Blood thirst was so often used that blood price was rarely used as stated before by making it a passive we allow it to always be ther and can balance around it always being on. By changing the functionality from a flat + 50% when low to a stacking mechanism you keep the "the longer the fight is for him the harder it is to kill him" feel while also granting more up and down in his laning and fight counterplay.
Reason for creating the new Active: At present there are no abilities which feel like they are true anti-heals/anti-sustain besides Grievous wounds, by creating an ability which "caps" the enemy on their sustain, it creates more opportunities and counterplay against them.
E: Reason for adding Dash functionality: Aatrox's E before was considered a very stale ability (from what I have seen), but had a very unique visual effect and hitbox, Which made me want to preserve the ability as he needs some way to farm while behind. In looking for a way to make it more interesting I thought to add a dash mechanic which used the visual effect of the ability as an indicator for the dash direction, this new dash allows him to outplay his opponents and gives a reason to level it for the reduced CD so as to allow him more freedom of action. Removal of the slow: With the reduced CD of Q and the added dash on E, Aatrox would be very oppressive in lane and adding more CC in his kit would make it too overbearing.
R: Reason for Change: Aatrox's old ultimate was essentially a glorified Stat buff and had very little interaction besides that. Reason for New ultimate: In Aatrox's lore he rallies armies to defeat larger forces, I wanted to take that and try to convert that into a usable gameplay mechanic, by creating a "battlefield" it allows the same feeling while having decent counterplay (small area) while not being too oppressive.