Azir Gameplay Update: Goals and Directions

RiotRiot Wav3Break·6/20/2017, 5:41:42 AM·1 votes·85,772 views

As mentioned by Meddler and a recent Ask Riot, we are currently exploring different update directions for our beloved Shuriman emperor. We are still very early on into the process, but I wanted to communicate what our main goals are and the different paths we are considering to achieve those goals.

Goals:

  • Increase opponent play options when playing against Azir
  • Increase Azir’s live ranked performance (buff)
  • Preserve his core play pattern of summoning Sand Soldiers and using them as his auto attacks

Each following direction seeks to increase options when playing against Azir, but makes its own trade offs.

Two Major Directions:

  1. Reduce Azir’s soldier command range, exposing him to more opponent damage/cc opportunities when he is dealing damage.
  • Ranges would still be decently long, shorter by roughly 15~% is what we'd likely aim for
  • Affords his mobility profile remaining similar to live
  • Might mean he needs more on-demand survivability
  • Is the direction that reduces the most pressure on us to dramatically change functionality on his current spells (might still require some decent changes depending on what we discover though)
  1. Keep Azir’s live soldier command range, but reduce his mobility profile so he is more easily killed when you do have the tools to close the gap on him.
  • Affords soldiers lasting longer than they currently do
  • Most likely means we remove his ability to drift or dash to his soldiers
  • Is the direction that restricts Azir to be even more of a back-liner

Regardless of our choice in direction, we will most likely be buffing Azir’s Sand Soldier stab damage and overall DPS potential. At the same time, we will also be looking for ways to ensure his laning phase is less oppressive when his numbers are tuned up.

A decently successful mechanic we have tested a bit so far is reducing his Soldier’s AoE damage early game and scaling it back up to 100% by champion level. This means Azir can still have threatening single target damage throughout the match, but less wave control early game.

Again, we are still very early on into this project, but feedback around these two directions and what you like about the current Azir are all very helpful to us during this stage of development! At the end of the day, we want to deliver an Azir that is exciting to his current players (and potential new ones) that doesn’t warp the meta-game around himself when he is fairly tuned for the average player. I will try to be here often to answer some questions throughout this week as well.

893 Comments

Veraska6/20/2017, 5:46:11 AM136 votes

i REALLY much prefer the latter (reducing mobility) over the former (nerfing range) for thematic reasons, Azir is the emperor, the commander, the king, he doesn't do the dirty work, he points and his soldiers kill whoever he wills them too, he's a much more interesting champion as a back line DPS champion then a pseudo innitiator, and it makes curbing his strengths and high elo performance much easier

Sw4de6/20/2017, 7:15:26 AM75 votes

1million% option 1, and i think you should be asking azir mains what they enjoy not all these ppl here who are commenting from a thematic standpoint that most players couldnt care less about, most ppl main a champion because its fun to play and high skill cap, i would definitely prefer to be able to make plays on the champion rather than be a backline dps even if option 2 would be stronger in most cases.

Reckzilla6/20/2017, 7:42:30 AM74 votes

Please don't remove his dash. That is one of the most fun and interesting parts of his kit.

With that I like Direction 1 more, keep his mobility but lowering his range will feel better for opponents I also really vibe with the reduce the AOE of the soldiers as well I feel like that will definitely be a strong direction. Reducing his range will a lot more champions the ability to get on him and make him more vulnerable to Marksmen thus making position riskier for him(Since personally one of the things i thought was really hurting is gameplay health was when ahead nobody could touch him and THEN he had a huge escape mechanism so it became difficult to punish him). Reducing the AOE will make shoving waves and demolishing team fights way harder but more rewarding since soldier positioning will be all the more important with decreased range and AOE and i feel this will add even more skill to playing Azir and make more fun. I was a little rambly but I really enjoy the dash in his kit and I truly believe that keep direction 1's changes in conjunction with the AOE decrease will make azir a very well rounded champion with vulnerabilities and rewarding play patters(Also increasing the cooldown on Shifting Sands will make players have to think more about when to use it i.e. if he uses it before a fight/objective then he sacrifices his ability to reposition for the fight/objective and makes forcing out shifting sands a rewarding task for the enemy team as well similar to the cooldown nerf to Zed W at early levels). Thanks for reading!

Quit SIMPin6/20/2017, 7:11:03 AM57 votes

I like option 1 better than I like option 2. Although if his ult is kept the same it will feel weaker without his movement to position it. I suggest either reworking his ult into something that gives him mobility as soon as he reaches level six like Ahri , or returning the movement speed buff he got from moving through his wall and possibly making the movement speed stronger or last longer that way his ult is a good self peel tool.

Okuma6/20/2017, 5:46:19 AM42 votes

Definitely rooting for option #2

Do you guys have any ideas as to what you'll do to tune down his mobility? Just remove his E or are you looking to reduce it's range?

JakeDuck6/20/2017, 9:37:37 AM41 votes

How do you guys feel about how he currently moves/positions his soldiers? When his Q is used, it sort of converges them all into one area. While this is good for a bit of extra damage, it gives his soldiers a bit smaller area of influence.

Here's my idea: What if instead of soldiers moving in a line toward the cursor, they instead moved in a line that was parallel to Azir's path to the cursor?

So instead of this: http://imgur.com/P97LU27 We get something like this: http://imgur.com/WOGyR0h

Basically, it would allow players to create mini "formations" of soldiers. It would let Azir make clustered groups of soldiers for higher damage output in a small area, or spread them over a broader area to control more of the map.

I feel like Azir should play like he's commanding an army, and choose the way they form and move. This sort of change may help that theme.

Inting Pillow6/20/2017, 6:56:33 AM33 votes

I have two opinions. They conflict with each other.

Most likely means we remove his ability to drift or dash to his soldiers

PLEASE DO NOT. The Shurima Shuffle is half the fun of playing Azir.

If you reduce his range, but give him a more meaningful shield (currently he gets it when he is unable to get into the back line or an occasional extremely aggressive skirmish) he'll be able to survive more from a shorter range.

Is the direction that restricts Azir to be even more of a back-liner

But this sounds more like the Azir we play now. Also would not introduce some weird new counterplay mechanic

If his dash is removed his ult will be purely defensive, and you'd need to make it more like the ult shown in Origins:Azir to maintain his CC on it. If his ult was more like Orianna's, and he could CC from the backline rather than needing to use 3 spells just to get in range, then his teamfighting would be incredible.

Here is his old ult https://imgur.com/gallery/IjLEZ/img

I don't know whether I like Azir's mobility or range better, but Wav3Break, the one thing I ask of you: Make sure Azir outranges Caitlyn

Akosih6/21/2017, 2:40:29 AM29 votes

Hello there, Shurima lover here. (an 400k Azir main)

First of all i want to tell you about begining of my journey with Azir. In 2014 when Riot implemented the Ascension mode and 5 days later when Riot implemented Azir i wasn't thinking about him like about my favourite champion and the main reason why do i play this game. I think in that season i was an Ahri/TF/Zed main. I don't really remeber to be honest. I was too lazy to play Ascension mode to get icons and i got only 2 of them. When i saw Azir players i was like: this champion is too hard for me (i was in silver i think) and sth like: wow we have such a good player in our team. Yeah, that's what i thought because Azir is a hard if not the harderst champion in the game right? After long break with league (two years) i decided to go back to league. After 2 months of playing League there was an Azir in the free champion rotation. I decided to play him. First game: S+. I was so excited to play him even more and more. Friend told me: Hey why wouldn't you become a hard main Azir ? And i was like hmm let's try, why not. In league like in life i want to be original right ? i like hard champions that nobody plays. Why ? It's all about my personality but i haven't came here to talk about myself. After couple of games i've started to understand him more and more, keep learning the champion and game in the midlane. I've started to making some drifts but they weren't that good as i make them now because of practise of course. In past my goal was to get 100k Mastery points on Azir. After i got 5th on him ( it was max lvl you could get in past on each champion ) i realised that i've started to enjoy his lore, his voice, his drift mechanics, his champion model - shortly - all this good stuff. I've started to play him after few nerfs like Riot removed knock up from his E whenever he hits a champion during it, after passive rework and sruff like this. I still remember when he had 5/6/7 s wall and it was giving you and your allies additional 25 movement speed for 2 seconds. I was okay with this nerfs like decrease Azir's wall duration, removing an additional movement speed from his wall. It was okay for me. After Rylai nerf it was okay and in this moment Azir was the weakest midlaner right ? I didn't really care if he was strong or weak. I enjoyed playing him. After W buff i tho that Azir will be okay in that moment but ppl just couldn't do anything as him. Good Azir is like a good Gankplank (@TobiasFate The best Canadian GP in Canada :D) that can Hypercarry the game, carry 1 v 9 or however you gonna call it. Look, i know that good Azir is really annoying to face because of lane pressure and free harass.But when you have + 12 MR in runes and you will rush Banshee's Veil/Hexdrinker, it's not that painfull, however you can outtrade him really easly if you will ask for gank/ reach him. For me, as Azir it's annoying to face mobile assassins like LeBlanc, Talon, Ekko, Katarina, Zed, Ahri etc. Some matchups are skillfull (like zed matchup) and some are really really hard if you face someone like 500k ekko main or 500k katarina main that is actually good. I remember when i was facing a Diamond III Ahri player (it was normal game) even if i went 1/9 i really enjoyed this matchup and i was so happy that i almost outplayed the outplay from Ahri (I needed only one more additional autoattack). I've learnt so many things from this matchup and i was so motivated to improve as Azir main. Friends started to call me Shurima Emperor, The KFC or stuff like that because their opinion about me as an Azir player was so good. After a short time i've started to recording my plays and i was about to make a montage but i wanted to play Azir in free time and i didn't have really time to actually make this montage. In this year, when i saw the teaser of a Warring Kingdoms Azir skin i was so excited to see it in game. I was holding my Rp for like 2/3 months to instabuy it. I love all Azir skins and i would play with them all in each match if it would be possible because sometimes i just can't choose between Gravelord/Warring Kingdoms/Classic (my favourites). My actual goal is to get 1 milion mastery points on Azir and to become the best Azir on EUNE server. The most satisfying thing is when someone will call you the best Azir that he have ever seen, or when someone will say thank you for the carry.

Let's go back to rework. I think that the best Idea would be to fix numbers and don't do anything in his kit. Reducing mobility is the worst thing you can do. Why ? Let me give you an example: Azir mains that have in mind that they love Empire of Shurima, they love sands of Shurima and they love whole lore about Shurima desert and champions that stick close to Shurima's lore will just simply HATE XERATH. He stole The most powerfull magic of Shurima (the power of Ascension) and became an Eternal Ascendant. If you will choose reducing mobility you will make Azir - the champion that we, Azir mains love - into a second version of Xerath ( the champion that we really hate). Nerfing range it's just a lot way better option. For matchups like aganist Fizz, that you have to keep on max range because he can just simply burst you down, you will feel this 15% range nerf. But it's still better than killing almost whole Azir's gameplay. Without Drift mechanics, you can't really make huge outplays, just staying in the backline and autoattacking the enemies it's like casting Xerath's Q with right mouse buton. Shortly, if you will reduce his mobility you will instantly kill Azir. Staying in the bush and waiting to knock enemy backline (adc, long distance mages etc.) into the frontline with your R was the most satisfying thing you could do. Even drifts through 2 walls to kill one person weren't that satisfying as just carrying the teamfight with an amazing outplay. When i was learing Azir i was watching Apathylex's/Outclass's/Drift King Azir's montages because i wanted to be that good as Azir that they are. I leave here my opinion and i'm going to Quote some comments of people that i agree with. Thanks for reading. Join me and let's MAKE SHURIMA GREAT AGAIN!

[{quoted}](name=Cutthroat time,realm=EUW,application-id=A7LBtoKc,discussion-id=HsZurxEO,comment-id=00000009,timestamp=2017-06-20T19:28:30.889+0000)

Theme>player enjoyment?! I mean probably every Azir main prefers to play him because of his ability to do drift plays which make him really unique but an option to choose him rather than any other mage

{quoted}

Please don't remove his dash. That is one of the most fun and interesting parts of his kit.

With that I like Direction 1 more, keep his mobility but lowering his range will feel better for opponents I also really vibe with the reduce the AOE of the soldiers as well I feel like that will definitely be a strong direction. Reducing his range will a lot more champions the ability to get on him and make him more vulnerable to Marksmen thus making position riskier for him(Since personally one of the things i thought was really hurting is gameplay health was when ahead nobody could touch him and THEN he had a huge escape mechanism so it became difficult to punish him). Reducing the AOE will make shoving waves and demolishing team fights way harder but more rewarding since soldier positioning will be all the more important with decreased range and AOE and i feel this will add even more skill to playing Azir and make more fun. I was a little rambly but I really enjoy the dash in his kit and I truly believe that keep direction 1's changes in conjunction with the AOE decrease will make azir a very well rounded champion with vulnerabilities and rewarding play patters(Also increasing the cooldown on Shifting Sands will make players have to think more about when to use it i.e. if he uses it before a fight/objective then he sacrifices his ability to reposition for the fight/objective and makes forcing out shifting sands a rewarding task for the enemy team as well similar to the cooldown nerf to Zed W at early levels). Thanks for reading!

{quoted}

I like option 1 better than I like option 2. Although if his ult is kept the same it will feel weaker without his movement to position it.

[{quoted}](name=Megaman Z3R0,realm=NA,application-id=A7LBtoKc,discussion-id=HsZurxEO,comment-id=00d9,timestamp=2017-06-20T19:43:57.923+0000)

I used to be an Azir main back when he was a huge part of the meta. I personally think that removing Azir's dash would be a major mistake and really kill a lot of the fun that comes from playing the champion. That being said, my idea would be to go with option 1 of shorter range while still keeping mobility. I agree his range should be shorter, but not to the range of Cassio or Ryze. I don't believe people would want to pick him over those champs if that were the case. However, if that is the range that is decided on for Azir, you could add back the knock up mechanic that used to be a part of his E ability. This would allow him to be more exposed to enemies while still giving him a chance to outplay opponents that get into close range. I also think this would be a fair mechanic considering his range is shorter, meaning he can dash a shorter distance and still be caught by enemy CC. Overall I think this would be healthier for both Azir players and those playing against Azir. Thanks for reading and let me know of any feedback from others.

{quoted} Dear Rito •Id rather go with option 1 I enjoy his Shurima shuffle and it's THE MOST FUN combo on any champion I've ever played.

Vojt6/20/2017, 8:58:50 AM29 votes

Azir would feel so one dimensional without his ability to drift. His ult becomes a one use of fire and forget to peel, no more risky plays to engage and separate the enemy.

ŻzZoe6/20/2017, 12:20:07 PM28 votes

i absolutely hate how everyone is rooting for option 1... i remember when they first nerfed his range, it was goddamn awful.

Take away his E, change it to something else useful BUT PLEASE KEEP HIS RANGE!

Fuck the shurima shuffle, honestly. It's nice and dandy and fun but half of the time it's not even worth it and with option 1 he'd basically rely on it and HAVE to shuffle to be strong, that means the focus won't be on his soldiers nor will his core gameplay stay the same nor will it make him "easier" to play/play against or increase his live ranked performance.

I have a bad feeling that its going to end up being option 1 and that makes me wanna cry.. option two is just so much better...

Bladerunner77776/20/2017, 11:02:52 AM23 votes

Fuck thematics.

Shuriman shuffle is badass.

Wizard Dong6/20/2017, 11:02:58 AM18 votes

I prefer option 1. I understand that when Azir was designed, he was not intended to have as much mobility as people discovered, but I think it made him a lot more fun to play. I can't say for certain, but I think without his mobility, he'd be a lot less interesting to play. I imagine it may harder to balance (as mobility often is), but I think it'd be worth it to preserve Azir as what so many people fell in love with.

Chunkynut6/20/2017, 2:34:19 PM17 votes

Hey, 120k+ mastery point Azir here, writing from my phone in Tokyo so sorry for formatting...

So I love Azir a whole whole lot, and his Shurima shuffle is an amazing play that can change the game, but I think his dash should be removed. Right now, because of the combination of the dash AND ult, Azir is very slippery and has a lot of self CC. As a backline mage (the playstyle I most identify with) this should not be the case.

However, if you go about removing the dash you make Azir pretty much a worse Xerath in terms of gameplay. So the replacement ability should be good to make up for it.

Here are four things I'd want if you make him a backline mage:

  1. Allow his soldiers' attacks to apply on -hit effects. This will not only buff the nashors build but allow for fun off meta builds to mess around with.
  2. Bring back his CDR > AS conversion, it was really cool and distinctly Azir!
  3. Implement some sort of scaling range. Azir should be the best late game mage if he can position correctly, having extra range would definitely help.
  4. Give some sort of shield or movement speed to his kit. (There would be no shield without the E)

3 and 4 are an "either or" sort of deal, otherwise we'd end up with the same problem!

Thank you for listening, please don't mess up my favorite champ!

Hachalybeius6/20/2017, 10:11:17 PM15 votes

I remember back to the days when I would watch an Azir in pro play suddenly make a E -> Q -> Flash -> R -> Zhonya's play that would completely turn the game around by catching out a flashless and mis-positioned carry. I think this should ultimately be left in his kit as it really marks his identity as a high-skill cap back-line mage that can make the plays when mastered. As a result, I belive in option #2 and have though up a kit which might accomplish just that and weave in some conterplay:

Passive: I think this could stay the same, but on the other hand it could also be changed to: "Azir's damaging spells apply on-hit effects. Additionally, Azir's attacks by his sand soldiers deal (40% AP + 80% AD) -> (80% AP + 100% AD) damage scaling with level.". This could create some interesting spell interactions with spells critting, possibly creating a champion who might build both AP and AD items nearly equally.

Q: I think this should be kept relatively the same, but it would only move perpendicular to the direction of the mouse from Azir (see JakeDuck's post) and maybe the range is changed to scale by rank and have a larger range at rank 5 in order to keep his early game down and late game up. Also could be changed to deal 1 auto-attack of damage (and apply any auto-attack based abilities/damage). Probably should also have dash speed scale with Azir's movement speed. (Talisman Azir anyone?)

W: This should be kept the same.

E: This ability is quite different. Instead of allowing Azir to dash, it instead switches all of Azir's soldiers to either attack-mode or defense-mode (think Jinx Q). In attack-mode, his soldiers deal 100% of the passive damage and are AOE (similar to current Azir soldiers). In defense-mode, the soldiers take out their shields (the soldiers from the current Azir ult). These soldiers have hit-boxes like minions, and will only allow phantom-dancer champs and the like to pass through them. Their auto attacks only deal 25% damage and have 25% of the range but knock-back champions for a small distance (like 3x auto-attack distance). Champions who are dashing during the auto attack have their knock-back distance doubled. Champions like Shen and Jax who can block auto-attacks would also be able to go through them. Additionally, Q'ing through a champion will knock them back for the 2x the distance, multiplying with the previous distance, but cause the soldiers to stop at the first champion hit, ending their dash. This ability would have a cool-down like (11 - rank) * (1 - CDR) meaning that even at 45% cdr rank 5, Azir will have about 3.4 seconds where he is very defensive, but deals very little damage. (insane power balance right there amiright)

R: This ability has two parts actives (think Riven R). The first activation will cause Azir's abilities to be empowered for the next 10 seconds, resetting their cool-downs (so now they are ready to be used and abused). Q (Empowered): Increases dash distance by 25% and damage by 10% for the next Q (ending its empowerment). W (Empowered): On its next use, Azir summons 4 soldiers the the cardinal directions, affected by facing direction, directly around him. E (Empowered): In attack-mode, Azir's soldiers will root enemy champions for 1.5 seconds if 3+ soldiers hit them (its kinda hard to move if you are impaled by a lot of spears ya know). In defense-mode, Azir's soldiers knock-back enemy champions by an additional 25%. This lasts for the entirety of the duration, unlike his Q and W. The second part of the R, if activated in the next 10 seconds, would allow Azir to dash to one of his soldiers with a 1 second shield scaling with AP (think current E). This ability will have a similar cool-down to current Azir ult.

Through these abilities, you'll notice that Azir loses the ability to have massive movement, but keeps the Shurima Shuffle as show here, although it takes a whopping 7 ability activations, 1 Summoner Spell, and 1 Zhonya's. Additionally, Azir's safety is then balanced by his inability to deal damage for a short while by his E. Since he relies on auto-attacks, he have good late-game, but not as good early-game, especially because he scales with ranks in Q, and levels.

xTinaki6/20/2017, 10:02:44 PM13 votes

you should value comments of azir mains more than random players imo. i mean you are changing their champion..

ryryscha6/20/2017, 11:48:53 PM13 votes

I don't post often but Azir is my main (360k+ mastery pts if you want credentials, only Gold V though because I'm a scrub with tunnel vision) and I feel compelled to give my thoughts.

I play Azir because of his playmaking ability, not because of how good he is, whether he's meta or not, or what kind of damage type (DPS or poke or burst) my team needs. I think this falls in line with many RIven, Thresh, and Bard mains, all of which Riot seems to be quite happy with their positions within the League of Legends roster. The Shurima Shuffle, Red Mercy, and just the general mobility are the reason I play the champ. Because of this, I support option #1 wholeheartedly.

Going with option #1 pushes Azir's playstyle more towards a battle mage rather than an artillery mage. I really like this direction, as the nerfs to Azir have forced him into building poke/burst (Luden's, MPen, etc.), which is a playstyle that I do not think is healthy for him nor do I think it fits his theme. Making him shorter ranged but making him beefier like say by giving him a shield that actually works or something and making him scale harder on attack speed by moving damage from his Q to W pushes the more desired and aesthetic DPS build (Nashor's, etc.).

Going with option #2 just flattens a multi dimensional champion into two very linear, narrow options: artillery mage similar to Xerath and Ziggs with high poke and low skill floor/ceiling, or just an AP Marksmen whose damage would be less reliable than a typical ADC (people can much more easily walk out of soldier range and flash when Azir repositions soldiers than they can walk out of say JInx or Caitlyn auto range). Option #2 would also not fix Azir's oppressive ranged harass in lane, nor would it discourage the Luden's build that is even more oppressive to siege against.

All in all, I don't think Azir's problem is his mobility as often using his mobility does cost him a lot (high risk to go in to Shurima Shuffle, takes a lot of mana if used in lane). His mobility also has a high cooldown, which can be taken advantage of. I think his range and poke is the major issue with him and I'd gladly trade those for some more survivability and incentive to build DPS.

Please choose option #1 :]

P.S. I don't think I've seen many people talk about his passive but I find it to be thematic while simultaneously incredibily underwhelming from a use versus reward point of view. The optimal uses of it are often unclear and sparse and even when used well it does not feel very impactful for the player. I understand the Sun Disk is a characteristic Azir thing with the lore and all but I am just expressing that I have absolutely no qualms about receiving an entirely new passive (which could be a rework of the current one or a new one that is even more in line with Azir's thematics).

Just thought I'd start that discussion while I was thinking about it. Long live Shurima!

patmax176/20/2017, 8:01:50 AM11 votes

reading the comments be like http://static.srcdn.com/wp-content/uploads/captain-america-civil-war-trailer-2-views.jpg

Jokes aside, my two cents as a non Azir-player: I think Azir has quite a few problems; his role should be that of an AOE dps mage-hypercarry (kinda like Karthus, Malzahar or Cassiopeia), but that kind of champion is usually vulnerable and needs to survive in order to put out his damage (much like a marksman). Azir has lots of survivability in his kit, ranging from good mobility to the best self-peel skill in the game. Also, he has become known for the sleek tricks his mobility makes him pull off. A character like Azir should need the protection of his team, but he's very good on his own. And, like another user suggested, his mobility in the end is in contrast to his theme of an emperor and commander: he should command his army from the backline, not dart around the battlefield like an Ahri or a Lucian.

I think it goes down to deciding what is more important between his theme and his gameplay. Personally, I'd go for his gameplay: he should have a lot less mobility and feel extremely powerful if he can survive, but be very vulnerable if you can pass through his soldier line and go toe-to-toe with him. But that would mean losing the shurima shuffle, which is one of the main reasons people play Azir (and watch Azir plays)

/rant: It always bothered me a lot how much self-peel Azir had, from his mobility and ult, and at release his E was just so overloaded. My wife plays Kog'Maw ADC, which I think can be compared to what Azir should be, and the pain was huge xD (I still think Azir's ult is extremely powerful and definitely unsuited for a mage, it would be a lot better on a support)

Valor Bot6/20/2017, 7:49:21 AM11 votes

Just wanted to say, thank you so much for letting us know ahead of time what directions you're considering for the next champion update. Ever since the Marksman and Juggernaut reworks, one of my main gripes with Riot has been their lack of prior communication in regards to possible directions for a champion rework. A lot of times this leads to the removal of something that players really love. So, thank you for moving in this direction with Azir's update and I hope that player sentiment (along with an objective analysis) will help ultimately guide what choice you guys decide to go with!

IPromiseTomorrow6/20/2017, 4:57:25 PM11 votes

Dear Rito

•Id rather go with option 1 I enjoy his Shurima shuffle and it's THE MOST FUN combo on any champion I've ever played.

     •I don't go with option 2 because azir becomes more generic. People like it for its thematic yet they don't know how boring it'll be to just stay in the back and lose the  aggresion and the thrill of insecking 1-5 people and even trapping them. 

    ~Mobility is just core on Azir and even with long range Azir still gets blown up or chunked from minor Auto Attacks. I would very much love to see him be hard to play and hard to master. 

. Also I'm interested in getting shields or movement speed buffs for extra survivabilty to reward a mage to go 0 to 100 real quick.

•Small question to Riot. On his rework plans are you going to give him some reverts for cutting out what he has already? Ex if we go option with option 1.

• will he get his knock up back? • his ult mspeed back, • his Ult time duration back •His soldier line of sight back. (So he can see farther. Then charge straight after someone.)

  • New ability. Q range roughly 15% off,. E same dash. NEW when you cast e+q(mid dash) q range cam extends to present q range.

Obviously all these requests are demands of an old Azir main. Please answer to me what you will do. And ty for giving us Azir

-Sincerely Paper

P.s. I would also like to know who is the Rioter who will answer people's questions.

Kroocs6/20/2017, 6:51:42 PM11 votes

As an Azir main, I prefer the short range more mobile play style direction for him.

People keep saying thematically he should stay in the back because he's an emperor. I think the opposite. Azir is the emperor of the glorious empire of Shurima. He's an emperor who fights with his soldiers and alongside his people. Even the other ascended like Nasus and Renekton fought alongside the soldiers of Shurima; being symbols on the battlefield; symbols of inspiration to soldiers and symbols of fear to enemies. I know that they were protectors; but still the power of an Ascended and seeing it on the field of battle just seems so iconic of Shurima to me. I see Azir as the general who fights with his soldiers rather than stays back. That he is a symbol to his people as an emperor through his presence alongside them. That he stands among everyone in view to be seen gloriously upon like the sun disc. He was the emperor that set his slaves free, and to me I would see him walking with them on the streets; rather than staying in his castle having people grovel at his feet.

On another note; practicing drift mechanics and getting so in tune with it was so immensely gratifying. At this point it's become like instinct and muscle memory to drift and maneuver. Drifting in a sense has ingrained in me a more keen awareness to seeking opportunities made by the opponent. Thinking about the longer ranged play style seems lazy to me; as it'll just make Azir a zoning bot, that I'll put my soldiers here and you can't walk here. To have that stripped away from him would essentially be taking away a part of what Azir means to me. A falcon who is swift and agile that can strike accurately with deadly force, but if only done correctly. There's already a lot of long distance control poke mages in the game anyways. There aren't really any close range brawling mages that I can think of off the top of my head aside for maybe someone like Ryze or Cass.

Overall these are just my thoughts. I think of Azir as a more badass fighting emperor than a coward who hides behind his men.

Megaman Z3R06/20/2017, 7:43:57 PM11 votes

I used to be an Azir main back when he was a huge part of the meta. I personally think that removing Azir's dash would be a major mistake and really kill a lot of the fun that comes from playing the champion. That being said, my idea would be to go with option 1 of shorter range while still keeping mobility. I agree his range should be shorter, but not to the range of Cassio or Ryze. I don't believe people would want to pick him over those champs if that were the case. However, if that is the range that is decided on for Azir, you could add back the knock up mechanic that used to be a part of his E ability. This would allow him to be more exposed to enemies while still giving him a chance to outplay opponents that get into close range. I also think this would be a fair mechanic considering his range is shorter, meaning he can dash a shorter distance and still be caught by enemy CC. Overall I think this would be healthier for both Azir players and those playing against Azir. Thanks for reading and let me know of any feedback from others.

GodPharaohBolas6/20/2017, 10:11:42 PM9 votes

In my opinion, nerfing his range is the better option of the two. Drifting is so important to his kit, it's unreal. Without drifting, or some other mobility option if you decide to do that, securing kills on Azir is very difficult. That being said, he definitely needs to be more innately tanky or be able to make himself more tanky via his spells if his range is reduced. Perhaps bonus Armor and MR scaling with level and the amount of soldiers he has around him? Provides useful stats when drifting in, but he loses that tankyness if he wants to play at long range. However you decide to change him, please leave his core playstyle in tact. Azir is my absolute favorite champion, and I'd be very upset to see him change for the worse.

Tiiiimster6/20/2017, 5:03:59 PM9 votes

I truly prefer option 1, keeping the shuffle.

I acknowledge the "emporer in the backline" argument that people are posting, that mobility doesn't fit his theme...

But as someone that plays a lot of Azir, the Shurima shuffle is the most satisfying mechanic in the game to pull off for me. It's what makes Azir truly unique as a mage, and it's what makes him a blast to play.

I understand that Azir needs more weaknesses and that Riot needs to make some changes to his kit, all I ask is that the shurima shuffle stays a part of the emporer's glorious in-game identity.

I'm sure you're aware of this @Wave3Break , but the /r/azirmains subreddit has lots of opinions from much higher mastery/higher elo Azir mains than me, and some truly well written comments about him. https://www.reddit.com/r/azirmains/

Lil plumbus6/20/2017, 10:00:57 PM9 votes

I like the first one better. Azir's fun because of his Shurima shuffle. Don't remove it, please?

Tevisch6/20/2017, 10:57:08 AM9 votes

@Wav3Break Personally I'd prefer option number 1, in a fashion similar to what was posted over a year ago as feedback from /r/azirmains on reddit.

  1. Remove Q dmg, make it purely repositioning tool.
  2. Put dmg into W, make it a strong dps tool.(maybe old CDR->AS passive back? would be fine with losing tower passive for that.). Fix his itemisation path somehow.
  3. Decrease W aa range and cd, scaling the aoe with lvl is also Idea I really like.
  4. Keep shurima shuffle as it is either by a) reducing it's pick range or b) forcing q cd that doesn't get affected by CDR.

B) would make him a zone control mage with clear counterplay windows but I feel it could turn out as pretty unfun to play as.

Overall I feell like his identitiy should be zone control DPS mage, when if you get into his attack range you are going to get chunked quickly, similar to Cassiopeia

Edit: forgot about it, but please remove TLD proc from hiq aa-Q-aa

Jar Jar binks l6/20/2017, 7:03:44 AM7 votes

I still want to insec with azir. I loved watched insecs in LCS ( unlike lee sins boring insecs)and performing it on ranked.

Siky6/20/2017, 8:21:59 PM6 votes

The main appeal to Azir for me, regardless of his initial design fantasies, was his high burst mobility style. Whether it was intended or not, the Shurima Shuffle is what's actually interesting about the game itself, not just the character of Azir. It's not like Talon's resourceless wall jumps or anything like that, Azir has to spend resources to do it which can hamper his offensive capabilities whether through CDs or mana.

Regardless of if the majority of Azir players are Silver or Bronze or something low, Azir grew into a high mechanics champion that let you sort of feel like an AP Riven that could make tremendous plays when you had the resources to do so. Azir dashing in and cutting a team apart is much more interactive than him sending his soldiers forward to stab the enemy team for a thousand damage.

Azir can be a great spectator's champion, he's enjoyable to watch, enjoyable to play with his different mobility mechanics and you need a healthy balance of both. He is honestly more interesting as a mid-ranged ap diver than he is as his theme was, standing in the back sending sand soldiers forward at people. Orianna already basically does a similar thing, replacing the soldiers with her ball and capitlizing on people's poor positioning. Azir can step passed that mold and do something no other AP champ really does in the game.

Deep Terror Nami6/20/2017, 5:47:58 AM5 votes

I think my major beef with the changes he's received over time is not getting a shield when he hits an enemy champion while dashing. I think for the sake of defense, he should not get blocked and also receive a shield. He's not really supposed to be making out with the enemy as a squishy mage, that's not safe!

I wouldn't mind pulling power out of his Q damage so that you can reduce its CD for more frequent repositioning with smaller attack range Soldiers.

######Disclaimer: I'm neither a mid main nor do I play Azir :3

USG Street Jimmy6/22/2017, 4:29:28 PM5 votes

Rework idea from an Azir main which would keep BOTH options intact, but still give him a ton of counter play and remove all complaints against his kit, and makes even more sense thematically (see bottom).

Please keep an open mind about it, and try to see the big picture. The first 3 being the major points...

New passive (not in place of turret passive): Azir's basic attacks do the same auto attack damage as his soldiers, and he can now fight along with his soldiers.

Q: No longer does any damage at all

W: Damage reduction on AA per additional soldier (including Azir himself) is lowered to only 60%-40%, from 75% reduction

W: Recharge cooldown increased

W: Damage from individual soldier autos either kept the same or lowered, including Azir himself (if necessary, due to above multi hit buff)*

The passive would essentially add him as an 'additional soldier', or a permanent soldier on the field. His AA damage would now be exactly the same as theirs in every way, scaling only with levels and AP, but minus their AoE. But he now HAS to fight using more than 1 soldier per target (himself included), or else his damage is weak.

Q is now used solely for soldier repositioning, it's slow, and drifting/shuffles. The slow would also see a minor nerf, as a result of less overall soldiers (W CD), so may need compensation.

What all of this would do is...

1 Force him to fight using multiple soldiers, potentially including himself as one, to maximize damage output.

2 Force him to get closer to his enemies, adding a ton of counter play, or else his damage potential is weaker... but he still HAS the option to range.

3 Allows him to use his own AAs in skirmishes, while it would never be enough to out duel any opponent (in almost every case), it's still enough to be worthwhile if his soldiers are out of charges, or not in range.

4 Removes a great deal of his oppressive poke, making him have to function overall a lot more like an actual Marksman.

5 Leaves a lot of room for buffs elsewhere, particularly on his E and ult. And bringing back his E's shield scaling, and ult duration just so happen to be exactly what we Azir mains want the most.

6 Turn him into a TRUE AP Marksman, and the only one of his kind. Which is clearly what everyone would really prefer to see him as, rather than a battle mage.

He essentially HAS to fight with his soldier's all together, if he wants to do well, but has the option to fight at range... at weaker damage from his current kit.

And this would solve all issues, on both sides of the fence, allowing him to keep his mobility AND range, but removing the issues he currently has. We Azir mains would get to keep the major mechanics we want to remain intact, and there's room now for other balance changes.

Thematically: He's an Ascended Emperor, who in his lore, is as skillful in battle himself, as he is at commanding troops. And why, as an ascended would he not have power of his own to fight? He still relies more on his troops than he does on his own power, as an Emperor should. But there's no reason he can't join them in glorious battle for Shurima!

It actually fits his theme more, since he now has to fight with several soldiers (including himself) in order to do well.

Original idea here... https://boards.na.leagueoflegends.com/en/c/gameplay-balance/QpB6pdXA-azir-rework-idea-ap-marksman-mid-azir?comment=00040001

Enjutsu6/20/2017, 6:34:55 AM4 votes

Second one feels like it's gonna make him a long range siege mage, while the first one is more like an all up close and personal battlemage.

First one could probably be pretty fun, but i imagine it would be quite difficult to master, with all the spells autoattaking while moving, mobility and flashy ult plays. I find second one a bit weird combination of basiclly long range and dps, other dps mages are ussually low range. His current ult could make him prety safe too, easier decission making, no need to worry about possible flashy play for that shurima shuflle, just push away anyone, who gets too close.

MihneatheMaster6/20/2017, 9:03:31 PM3 votes

I would go with option 2 for thematic reasons. As many said, Azir is the emperor of Shurima. He is a God. He doesn't fo in the middle of the fight. His slaves fight for him. He should be a ranged mage.

For his E and R I would like to introduce my ideas. You could make, for his E, all his soldiers come back on him As a circle around him Giving him a shield (that if broken-the soldiers die out). His E would allow him to reposition his soldiers and give im a defensive tool with counterplay. His R could only be used if Azir used his E and the soldiers are on him would push back the ennemy ( like the current ult).