Aatrox's issue isn't a lack of incentive for building tanky, it's the fact that it's the only way to build him (1-2 damage items -> bruiser/tank items). I think the aura on the ult is good - specially because it makes sense with his lore .
His issue is lacking sticking power. He's a great champ - even with only two damage items - as long as he can keep attacking, but goes down faster than a tequila shot if he doesn't. I think he needs something like a scaling range modifier on his ult (either levels/passive/remaining HP) or the slow on E needs to scale better with levels
His issue is lacking sticking power. He's a great champ - even with only two damage items - as long as he can keep attacking, but goes down faster than a tequila shot if he doesn't. I think he needs something like a scaling range modifier on his ult (either levels/passive/remaining HP) or the slow on E needs to scale better with levels
DisturbedFox wrote:
were u stoned when u wrote this
What makes you think that?
I'd like to see Blitzcrank Q mana cost refunded if it kills a minion.
Vynertje wrote:
The 'mistake' I see in some of these things is that your changes do not address the problems the champions have, rather they are just some random buffs that sounded cool.
Likely. I like more concept work a lot of the time (the Quinn idea). But what are the biggest offenders here? Are there any you think would be ok?
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From a passive.
It's going to be broken. Just do a damage calculation.
I was thinking it could use a internal cooldown vs champions or maybe only work on monsters too. You're right. It's only really broken if it always happens though.