Aurelion Sol could use a small VFX update on passive

Glaedr·9/7/2018, 10:59:46 AM·1 votes·3,349 views

With the whole discussion on Zoe being a successful champ based on her thematic and still having a high playrate despite an insanely low winrate it got me thinking about why Aurelion Sol is so unpopular. I've read a bunch of posts about people liking his actual character design such as his personality and how he's this cool star dragon, but his play rate does not reflect that at all even when he's currently one of the highest winrate champions in the game right now. Part of it could easily be attributed to the fact his entire kit revolves around his passive, but I think he could be way more interesting just with a small update on how his passive feels as you get stronger.

When Aurelion is level one slowly clearing a minion wave there is no difference between the stars' impact on hit between that and when he's level 18 rocking 500+ AP whether it's just audio or a bit more flashy effects on-hit when you're chunking down enemies with it. Riot has talked a good bit about visual and audio clarity in big team fights so it makes sense his most important ability has clear effects on it showing "yeah this is gonna kill you if you get hit by it". At the start of the game it makes sense for it to be a little tiny popping sound when you're hitting for very small amounts of damage, but wouldn't it make more sense for an ability that can kill you in just a few seconds to have more power behind it visually as you become stronger in the game?

I'm not an artist that specializes in this work by any means but I feel like it would make him way more satisfying to play if the stars had some extra "oomph" when hitting multiple stars on champions or as you get more AP. Maybe this is more of an idea for a legendary / ultimate level skin rather than something that could be just added on a whim, but I feel like this wouldn't improve just his feel, the idea could be applied to many champions. Whether it's Azir's sand soldiers getting some extra visual effects as they hit you multiple times or Malzahar's visions slowly corrupting your entire body as you get lower health rather than this small weird purple blob on you that doesn't look menacing at all but actually does half your health, it could make a lot more champions far more interesting visually and still have an actual reason behind it for gameplay.

Any thoughts on this from Riot would be appreciated.

**TLDR **- Aurelion Sol's stars have no real "impact" behind them despite it being a massive part of his kit and could use an update to reflect how powerful they actually are as you get stronger in the game whether it's when you put more points in W, get more AP, or as you hit an enemy multiple times with it. His thematic is interesting and well loved by the community but the visual effects on the most important part of his kit is so lackluster I have reason to believe that is a good part of why he has an absurdly low playrate despite his insanely high winrate. A change to the passive visual effects (or audio effects) would also serve a gameplay purpose in adding clarity to the guy getting killed in 3 seconds by this weird space dragon strafing around you with these tiny little stars that don't seem threatening at all. The idea could also be applied to many champions that have team fight altering abilities but have no real visual impact on them.

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