Aurelion Sol is a powerful champion with incredible potential. He has the ability to create an AoE stun, and his ultimate can be used to carry teams into victory. However, he is currently in a state of disrepair due to recent changes that nerfed him significantly.
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For the Aurelion Sol thread, it’s that time of week again. I’d want to call attention to Riot’s unjust treatment of this champion in comparison to his contemporaries.
Let’s start with the rationale for his most recent nerf in 11.15: “In Elite play, Aurelion Sol is toeing the edge, and he’s finally placed his claw right over it. As a result, I’m slowing him down.” Elite play is now classified as Challenger, according to Riot’s logic.
here.
Let’s take a look at the information that came before this patch. In challenger, Aurelion Sol doesn’t even have enough to show up on lolalytics. The closest we can come is d2+, where he has a win rate of 54.60 percent and a pick rate of 1.37 percent. The ban rate is 0.21 percent. By Riot’s framework, he’s due for a nerf owing to his victory rate, which is understandable. So, Kennen, how do you describe yourself? His midlane winrate is actually greater than Aurelion Sol’s, at 54.67 percent with a 0.42 percent pick rate for the same patch. The ban rate has increased to 0.34 percent. What was riot’s contribution to this patch? The champion was boosted.
From 75 / 115 / 155 / 195 / 235, Thundering Shuriken’s base damage has increased to 85 / 130 / 175 / 220 / 265 / 265 / 265 / 265 / 265 / 265 / 265 / 265 / 265 / 265 / 265 / 265 / 265 The AP ratio rose from 75 percent to 80 percent.
Let’s take a closer look at these two champions from 11.15:
Aurelion Sol has a win rate of 52.64 percent, a pick rate of 0.99 percent, and a ban rate of 0.15 percent.
Kennen has a win rate of 56.17 percent, a pick rate of 0.80 percent, and a ban rate of 0.77 percent.
In 11.16
Aurelion Sol has a win rate of 54.27 percent, a pick rate of 0.94 percent, and a ban rate of 0.13 percent.
Kennen has a win rate of 55.31 percent, a pick rate of 0.85 percent, and a ban rate of 1.23 percent.
As can be shown, Kennen mid is statistically similar to Aurelion Sol in the mid lane, yet he gets buffs while Aurelion Sol gets nerfs. Although this isn’t Kennen’s main function, why does Kennen get away with it if the statistics are enough to have Aurelion Sol nerfed? One has a kit that is thought to be troublesome, whereas the other does not. Statistics are irrelevant.
If you’ve made it this far, you’ve probably spotted the data’s main flaw: it’s D2+, while Riot’s structure concentrates on Challenger for elite play, right?
So, during the same time period, let’s look at Challenger.
11:14:
Galio has a win rate of 60%, a pick rate of 4.73 percent, and a ban rate of 2.05 percent.
Twisted Fate has a win rate of 59.80%, a pick rate of 4.59 percent, and a ban rate of 0.70 percent.
Malzahar has a win rate of 58.56 percent, a pick rate of 1.67 percent, and a ban rate of 1.16 percent.
11.15:
Galio has a win rate of 54.77 percent, a pick rate of 4.87 percent, and a ban rate of 1.27 percent.
Twisted Fate has a win rate of 53.64 percent, a pick rate of 4.07 percent, and a ban rate of 0.48 percent.
Malzahar has a win rate of 57.89 percent, a pick rate of 2.81 percent, and a ban rate of 1.15 percent.
11.16:
Galio has a win rate of 54.46 percent, a pick rate of 4.97 percent, and a ban rate of 1.61 percent.
Twisted Fate has a win rate of 50.19 percent, a pick rate of 4.07 percent, and a ban rate of 0.56 percent.
Malzahar has a win rate of 51.26 percent, a pick rate of 3.15 percent, and a ban rate of 1.53 percent.
It’s worth noting that Malzahar was nerfed in 11.14, thus this may be a delayed reaction. Twisted Fate is an intriguing champion; it may be a statistical oddity or a decrease caused by adjustments to Dark Seal and other champions in the meta. Galio has met the nerf framework on a regular basis and should be replaced if the balancing team lacks consistency. Other challenger choices are worth noting, but I chose three to emphasize the statistics for comparison. Obviously, the information I have is minimal, but because Riot seldom offers anything helpful in this regard, it’s all we have. I’d want to see Riot provide some real data explanation on this.
So, why is this important? Asol’s winrate in D2+ for the current patch is already at 57.03 percent; granted, it’s early days, and this could normalize with more games, but my worry is that he’ll hit the nerf threshold again soon, resulting in additional nerfs. This is not a solution to the problem, and I cannot emphasize this enough. Nerfs just serve to reduce his play rate and alienate his playerbase; unless Riot fixes his core kit issues, he’ll be trapped in a vicious loop of nerf – lose players – nerf. You may go back as long as you want; due of the core kit, his winrate has always been high. Nerfing him repeatedly makes the champion feel like a jerk to play with.
I’m pleading with Riot to recognize the existence of this champion and his mains. This abuse has gone on for far too long, and it is actively destroying the champion’s already tiny playerbase. To be actively balanced in a manner that pleases the playerbase, this champion requires large-scale modifications.
Aside from that, I’ve heard a lot of people propose that Riot switch Aurelion’s E and R. This is a terrible concept. His E as an ultimate ability is dreadful (just use TF instead), and his R as a basic ability is much too powerful in terms of gank setup. If traveling is such a problem, it might be preferable to eliminate his E and redistribute his power budget to make him into a true combat wizard.
EDIT: As a last note, it is not my goal to rally for nerfs to these other champions, but rather to encourage debate regarding the discrepancies in Aurelion Sol’s balance. This champion is one of my favorites, and I’d want to see some effort done to really repair it.
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