[GAMEPLAY] Azir Casting Bug

Draco Aleksander·9/10/2015, 5:24:57 PM·1 votes·478 views

When you try to cast either Q or W, there's a significant chance of the cast simply not happening based on soldier proximity.

Basically, if you are trying to case W too close to another soldier, clicking the location simply makes the casting UI go away, but does not actually summon a sand soldier. The distance is not clear to me in units, but I have definitely observed this phenomenon with enough distance between soldiers that it shouldn't be an issue of the models not wanted to stack. Similarly, Q currently seems to have a minimum distance that it will allow the soldiers to dash. If, for instance, you just need them to bump forward a few units to get the extra damage for a kill, there's a significant chance that the spell will simply cancel if you try to move them too small a distance. These problems may be related to recent updates to how Q causes the soldiers to form up based on pre-set distances.

Step-by-step (W)

  1. Cast Azir's W to summon a sand soldier.
  2. Try to summon a second soldier close to the first one when you have the charge to do so.
  3. If problem does not manifest, try again at a greater casting distance. The problem seems to be exacerbated near the outer edge of the casting radius, but this section may be anecdotal since that just happens to be where I end up casting most of the time.

Step-by-step (Q)

  1. Summon more than one sand soldier. Three soldiers seems to be where this problem really begins to rear its head.
  2. Attempt to use Q to move them a short distance.
  3. Continue attempting shorter distances until problem manifests. 3a. Summon soldiers in a dispersed formation, then attempt to Q them to a central point. The problem was most obvious for me when attempting this.

The W issue happens to me every so often in laning phase, but isn't terrible, and can be adapted to. Once we get to hectic teamfights, though, it becomes difficult to space soldiers accordingly, and having to cast and recast the same spell to make sure a new soldier is even summoned drastically increases reaction time. Add in the difficulty in getting the soldiers to Q a short distance, and last hitting fleeing enemies becomes that much harder, especially considering the short casting range Azir seems to have.

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