Tough Design Decisions made for Azir in 7.19

RiotRiot Wav3Break·9/19/2017, 1:37:24 AM·1 votes·27,741 views

Hi everyone!

We’ll be doing a larger context piece for Azir’s 7.19 changes in the near future but I just wanted to touch on some of our major design decisions ahead of that post.

Recap of our goals with this Azir project:

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

Highlighted buffs: Base Stats

  • Base Movement Speed :: Increased from 325 >>> 335

Arise! (W)

  • When Azir has 3 soldiers out, he doubles his passive attack speed from Arise for 5 seconds.
  • Command Soldier Attack Cast Time :: Reduced from 0.5s >>> 0.35s

Emperor’s Divide (R)

  • Cooldown :: Reduced from 140/120/100 >>> 120/105/90 per rank
  • Wall Size :: Increased from 4/5/6 >>> 5/6/7 Soldiers per rank

Highlighted nerfs: Arise! (W)

  • Soldier command range :: Reduced from 800 >>> 660

Emperor’s Divide (R)

  • No longer continues to knock back dashes over it after the initial movement of the Shield Soldiers.

Overall, we expect Azir to be buffed from the full suite of changes in 7.19 and still fulfill the same fantasy and epic gameplay. These highlighted nerfs are likely to be more contentious and so I wanted to dive in a little bit more on our reasoning for them:

Why did we choose to nerf Azir’s range?

It goes without saying, but this decision was very tough to make. Many aspects of a champion make up their identity and ranges are definitely very influential in that equation. We used some survey tools to get a better image of what aspects of Azir his current players loved. It turns out that when a champion has so many powerful and unique aspects, players will attach to all of them pretty equally. It was apparent that removing any one of his unique interactions would come at a huge cost for Azir players.

Ultimately, the results helped us realize that the core parts we needed to preserve were his signature Shurima Shuffle and his fine control over Sand Soldiers to do his bidding. Given these requirements, reducing his ranges felt like the most reasonable way to deliver a middle ground that kept the core skill tests of Azir intact. Azir’s theme and mechanics definitely don’t support a short-range champion, but the notion to challenge here was: Is artillery-tier range the crux of the Shuriman emperor’s gameplay fantasy?

The answers to this question range with personal taste, but throughout internal testing with a shorter ranged Azir, it didn’t feel like we were losing too much of what made him special. Furthermore, challenging the perception that Azir had to out-range 90% of the cast of League of Legends was getting us a lot of immediate benefits in terms of counter-play and agency for the opponent.

Updated Azir is by no means a short-range champion. His functional max auto-attack range is still around 900+ units (that’s a lot of Teemos) and though he can’t out-range his nemesis Xerath as easily, his range is still worthy of an emperor commanding a battlefield. The benefits we gained from this direction also meant that we could keep room for the Shurima Shuffle.

The key goal that range nerfs benefitted was increasing opponent options against Azir. By nerfing ranges, we found that a significantly larger set of champions in League could actually reasonably interact with him both in and out of lane. If there are more potential answers to Azir in the wider game, the likelihood of him becoming a meta-warping presence diminishes and the pressure to keep him generically under-tuned lessens a lot.

Why did we remove Emperor’s Divide’s unique bounce house interaction?

This was also done to help us succeed at increasing opponent options against Azir. We nerfed Azir’s ranges, but we felt it wasn’t enough to ensure he would not conquer the meta-game. I think this distinction sums it up nicely: the range nerfs tackle the oppressive nature of old Azir’s general gameplay, while the removal of bounce house creates an exploitable weakness in Azir’s gameplay when the meta-game calls for it. We can now rely on champions like Kha’Zix, Kayn, or Ahri to be clearer counter-picks into Azir that make it hard for him to dominate all levels of play. Of course, removing this mechanic also gave us much more room to buff other things about Azir that help his general performance in the hands of an average player. Things like higher base health, higher base movement speed and a lower cooldown ultimate were all afforded in part by the removal of this mechanic.

Wrap up

Hopefully our design reasoning resonates a bit with you and Azir can now find a healthier home on the Rift. We’re committed to making him feel like a champion you can feel good about mastering, so you can expect us to keep an eye on him and respond accordingly in the patches following 7.19.

183 Comments

waiting for WoW9/19/2017, 1:41:45 AM16 votes

Thank you for all the effort put into Azir

Here is to hoping he can become a mainstream pick in the mid lane

Carnicore9/19/2017, 3:52:03 AM10 votes

I don't mean to be rude, but why did this update take as long as it did? This doesn't look like it was as much work as the Rek'Sai update.

Zok729/19/2017, 2:55:05 AM10 votes

I am opposed to these changes on a fundamental level. For me, when you ask the question "Is artillery-tier range the crux of the Shuriman emperor’s gameplay fantasy?" I answer yes. I liked the safety and the scaling. I liked that at the end of a long game I could get to a place where I felt I could take on the world. I liked that I could play a scaling champion whose strategic identity wasn't "invalidated early, mid, and late by assassins unless your team brought two or three champions with shields".

But either I was in the minority or what I wanted wasn't balanceable, so instead I'll try to offer constructive feedback on this design. If you want Azir to be playable in solo queue, removing the secondary knockback on the R seems like a bad idea. Assassins (when they are successful) already have tools to access the backline, and furthermore have tools to make that access count in the form of enough burst to kill a champion outright. If Azir can't protect himself (and in solo queue it is not an acceptable burden to place on the rest of the team to be responsible for Azir's protection) then he can't get near assassins. If he can't get near assassins then, given his new ranges and the playstyle you are trying to promote, he can't use his skills. If Azir is supposed to get into the fight instead of sitting on the backlines then emphasizing how vulnerable he is when he gets there is working against your intent.

Infernape9/19/2017, 7:16:32 AM8 votes

I'm curious. What would you have done if you chose to remove the Shurima Shuffle?

Blakiepug9/19/2017, 2:11:27 AM8 votes

I know my opinion is not all that popular, but as a player who has level 7 on Azir I am really bummed out that his whole new kit was built around the idea of keeping the Shurima Shuffle in-tact. It is by far the least interesting ability to me. I love Azir, but it is hard when all of my favorite parts of his kit are just straight up removed in favor of keeping his abusive dash. First he lost W tower damage, now he is losing some range. Why are all of my favorite champions the ones who get thrown in the garbage like this... :(

Messaiga9/19/2017, 3:15:38 AM8 votes

I'd just like to say, thanks for all the communication Wav3Break (I extend this to all other Rioters who have communicated about this update as well). Frankly, playing Azir is half of the reason I enjoy playing League so much; seeing and play-testing these changes on PBE has made me the most excited I've been about this game in 2 years, if not longer. I've played since Season 3 and while I did not pick up Azir immediately when he came out in season 4, I started playing him in season 5 and haven't stopped since.

The rework preserves everything I've found core to his gameplay. Summoning sand soldiers is still intact, his E is still fluid and exciting, and Emperor's Divide remains a spell that can be integral to Azir's arsenal of defenses or used as a proactive initiation tool. What I mean to say is his kit still has depth. He currently has a variety of (defensive and aggressive) options for using his Q, W, E, and R and the rework maintains those options. The rework also plays up his theme further, encouraging Azir to summon more soldiers, command them more often, and to use Emperor's Divide more often (now with an extra soldier added to the wall). And when it's time to conquer, Azir can lead the charge to victory or back up his allies to overcome defeat.

Playing him on PBE, he still feels good to play as. While the amount of range cut from him certainly wasn't minor, it definitely was the sweet spot where you still have reasonable reach but nothing insane. More importantly, it feels like I actually do damage early. I cannot stress that enough. So many times I've lost 2v2 (mid and jungler vs. mid and jungler) fights early due to a lack of damage and the following consequences were often deciding factors in the game.

From patch 7.19 and (hopefully) onward, that lack of damage will no longer be a crippling part of playing a champion who I enjoy so much. He's been playable since the buff to his W damage curve in patch 6.24, but he's just never felt quite as impactful as he once did. The early game always played out as "pray the jungler doesn't gank repeatedly, pray your opponent doesn't push and roam frequently" and now an Azir player can actually respond to those actions. And believe me, it feels good.

Your work is greatly appreciated; it makes me glad to say Riot is among my favorites when it comes to communication with their players, as well as making changes that make the game more enjoyable. Sometimes mistakes are made, but damn you guys are on the ball this year. Thanks.

Kloqdq9/19/2017, 1:04:03 PM7 votes

No matter how you look at it, this rework was always going to cut a large chunk of the player base out. People that liked his range and safety have been lost for his play making potential. People that liked to be flashy and do big plays are going to like this a lot more than people that liked the safer and poke/dps mage of Azir. Either way it doesn't matter to me because Azir as a champion is one of my favourites in league and having an Azir that is once again viable is a massive plus in my books.

Thank you for all the hard work! Can't wait to play him and return Shurima to greatness again!

Andyn09/19/2017, 5:20:44 AM6 votes

Okay, this seems like some great changes for the LCS or challenger, where people have highly co-ordinated teams and other players will pick to counter your lane opponent...but what about the actual league player base?

Azir's biggest issue lie's in the fact that when he is in the meta, its because his poke damage out-weighs the risks, yet when he isn't its because he is weak to long rang poke opponents (xerath, Ziggs, Lux) yet also weak against assassins and opponents that want to get close (Zed, Leblanc, Ahri etc).

Now, that's where my issue lies with this update. By lowering his range, you have made it even harder for him to deal with poke champions and by removing his walls ability to stop dashes you have made it even harder for him to kite assassins around it and to generally deal with assassins. In other words, once people realise this, I'm sure Azir's win rate is gonna go down purely because he is even weaker against things he was already weak against. What they needed to do was ignore the azir mains (250k points on azir myself, yes I am an azir main) and change his ultimate. That is probably the one part of his kit that makes him OP when in the meta. Giving him an incredibly situational attack speed buff, one that is completely useless early game yet requires sustained team fights late game, does not do anything for azir really. If azir shuffles into his ult, he isn't likely to have 3 soldiers out and by the time he is able to reposition them, the speed buff will be gone.

There is no reason to have 3 soldiers out to Q, as his Q doesn't stack damage from other soldiers. Azir will rarely have 3 soldiers out in a 1v1 or 1v2 as he will generally want to maintain his mana or keep one up. "Oh, but his E gives him one!". Yeah, but you never EQ in unless you A: Are going for the finisher or B: Going for your ult and in both situations, the attack speed buff will be incredibly temporary and will not provide great enough damage to compensate for the new weaknesses he has.

Now, maybe I'm wrong. In fact, I'm probably wrong, but azir's playstyle has been incredibly static for a long while and these changes do not seem to change his build path (which really hasn't changed since he was released) as nashors will still be necessary to provide the extra attack speed and rylais will still be needed to provide the tankiness to get close. They should have changed his ultimate. Maybe some of these changes would go along with the new ult, but he really needs that ult changed if you want him in the meta yet not dominating.

Raxistaicho9/19/2017, 2:52:40 AM5 votes

We can now rely on champions like Kha’Zix, Kayn, or Ahri to be clearer counter-picks into Azir that make it hard for him to dominate all levels of play.

Lulu Janna Sona Soraka

GirlsAlwaysSupp9/19/2017, 5:49:44 PM4 votes

You are doubling down on his weaknesses way too far. Azir is already struggling a lot against the likes of Ahri and Kha Zix. Add on that, you didnt even mention reducing his waveclear untill he maxes w. That means lanes that Azir already struggled in, become extremly oppressive and the additional damage and stats gains make lanes more one sided, which Azir was dominating anyway.

The whole "make him a pure AP Tank shredder" idea is makes Azir so niche of a champion that putting time into Azir isn't even worth it anymore imo. The Beauty of Azir was picking him blindly mid lane was always a great choice even when he was weak. Now you cant play Azir into 90% of the meta mid laners unless its heavy tank meta with a galio mid.

Meanwhile Syndra can keep being the safest blind pick in the game while being the most oppressive lane champion for more than a year.

This Rework took you more than a year and is vey very embarrasing.

Ra1uga9/19/2017, 4:08:46 AM4 votes

I'm confused about the ult change- The casting of the ult knocks back, but then what's the purpose of the wall if it doesnt knock back dashes? Are you able to walk through it or does it just become an aoe lee kick combined with anivia wall?

Ren Ex9/19/2017, 7:49:18 AM4 votes

Having gotten to play Azir a LOT on the PBE, I have to say: The changes feel absolutely miserable for someone that played Azir for his range and safety, and not for the bugged gimmick that was the Shurima Shuffle.

The ranges, coupled with the severe nerf to his AoE damage, makes his laning phase feels bad, and it only gets worse with so many champions able to dive onto him and keep diving onto him now that he's lost the multi-knockback. Like, what is Azir supposed to build now? We're battle-mage ranges, so we need to be tanky, but all of our damage is AA based, so we can't really skip out on Nashors (which still isn't allowed to apply its passive? We know you can reduce effectiveness thanks to Urgot's W), and without a Rylais, we're both kited AND chased down with ease.

Azir definitely has counterplay, but, now he honestly just feels like a weaker Cass to me. I'm just leaving myself out there, waiting for an assassin to jump on me, so I can go a flash-distance away by burning all 3 of my basic spells. If I wanted to be a short ranged control/DPS mage, I'd just play Cass. Hell, I'd be better off just playing Orianna. The things that made Azir so unique (long range DPS based off of zones) are gone, in favor of a poor man's Lee Sin.

If this rework HAS to stick, can we at least get a dev-blog showing us what you actually tried to try and keep a long range, less-safe Azir? Because, as it is right now, all I personally feel like is that the team behind updating him shortened ranges, saw it worked, and just rolled with it, instead of even attempting to keep range and cut out his unneeded burst.

Daniel Larusso9/19/2017, 10:28:49 AM3 votes

As an Azir Main, this changes is a straight nerf. The últ change makes him even weaker to champs he was already weak to. The range nerf is unnecesary, because now is even weaker to long range mages. He get an AS buff if 3 soldiers out, ok, but then reduce the mana of W. Otherwise it will punish him too much. So now, less dmg on w if less than 3 soldiers, últ knock nerf, range nerf and only a situational buff. I would rather remove E and kept the old Azir. Indeed, Azir only needs right now a buff on his q dmg and more ult's wall duration to be good. Dont apply this changes please, at least, not the range nerf, otherwise a lot of Azir mains will stop playing him

ProvidenceNox9/19/2017, 10:03:14 PM3 votes

So you admit you balanced him around the Shurima Shuffle? Nice. Yea lets balance the long range mage by making him a short range initiation champion.

Excalibait9/19/2017, 12:01:23 PM3 votes

While I'm totally behind all these changes and think they do make him a lot more healthy to play with, as and against, I believe the changes you went with bite with his identity as Emperor even harder than he already is.

When I think of emperors, they really don't want to get into the dirt and do all the fighting, let alone actively close distance to the enemy but rather stay in the back and let others fight for them. While that would ultimately mean killing what many think it's the coolest part of his kit (Shurima Shuffle), I would rather go with that and replace his E with another zone control ability rather than sending him to the gym to suddenly become the Brawler of Sands.

Just my two cents here.

ßiggie Cheese9/19/2017, 1:53:10 AM3 votes

Does the Azir update design team worry that, with Azir's increased DPS and lower range, that he might transition into a AP Bruiser? I.E. item 3115 -> item 3001 -> Tank items? Or is AP ratios too high and base damage to low for that to work. I would think with the range reduction he should not be expected to build as much as AP as he used to.

T2K Baka9/19/2017, 3:20:51 PM3 votes

Get rid of the Nerf for his ult. It's so cool when ppl get knocked back by the wall, even if im the one getting knocked back. That is what makes azir the emperor. What kind emperor would want useless soldiers that can't even push back 1 person

Bârd9/19/2017, 8:40:21 PM3 votes

So let me get this straight.

You made Azir focused around his Shurima Shuffle, but then you removed the very aspect of his ult that made that such a devastating attack?

The bouncehouse wall HAD a distinct weakness: it couldn't block blinks, and almost everybody runs flash.

Vekkna9/19/2017, 5:29:23 PM3 votes

I would have preferred keeping his range and removing his dash altogether.

As a whole, I think Riot should err on the side of making champs more accessible rather than overly situational or high skill floor. I don't want to rely on gimmicks (Urgot, Kat, Taliyah, Illaoi) or be gated by artificial delays (Camille, LB, Fizz). I just want a straightforward champ that can perform reliably and in proportion to my experience.

Idk, but it's not that fun to be tethered to wall tentacles, or daggers on the ground, or walk in circles at 60% speed to explode my knees. Likewise, it's not fun to have power budgeted around situational combos like the Shuffle.

Ardus Ix Herebus9/20/2017, 4:46:08 PM2 votes

i think this rework isnt that azir player want and i think this too, removing is range isnt good because its why people like play Azir. there is 2 things that azir player like in this champion : his range, and auto-attack mage base champion. and the fact that he had a very low winrate its because of his passive, because his passive doesnt give him good stats in combat, his passive is too situational have a very low effectiveness and a very high cooldown in a 30 min game i have just 1 or 2 good opportunities tu use my passive well. i was thinking of a new passive and a new ult. new passive : create soldier gave him attack speed bonus for 3 sec ( instead of giving him attack speed of his W ) scale with levels of Azir. hit a ennemy champion with your soldier reduce the cooldown of your Q by 0.5 sec new W passive : now have a 50% ap ratio instead of 60% but each auto attack applies on hit effect. on hit effect damage are reduce by 50/37/25/13/0% ( applies sorecery effect too ( like before) ) new R : Creat a Heavy soldier that have a greater range and have a 100% AP ratio but attack speed is 30% less effective ( applies on hit effct too ) when attack with this heavy soldier and reduce the cooldown of your W by 50% and your Q by 25 % ( the stack damage of the heavy soldier with others soldier does not reduce the damage of the heavy soldier ) the ennemy that try to dashes trough the heavy soldier are block, the heavy soldier last for 6 sec. ( i want to become game designer and its a thing i have thinking about a long time, btw im french then im not a english people i must do some language mistake, thanks for reading )

Meow Meow Cafe9/20/2017, 3:11:44 AM2 votes

You guys need to relax. I've played Azir on PBE and I have had a BLAST. For one he still has a decent amount of range. Second he doesn't always have to shuffle. That's literally not his bread and butter like y'all make it seem. He's still a unique mage but now has more weakness while gaining more damage. His damage is absolutely insane once you're in his AOE and it's still longer than Viktor of course. With his damage he can actually compete with other battle mages along with some assassins that miss a skill shot. He will punish you more if you over step. The shield on his e activates on cast and can grant around a 400-500 shield which would block one spell damage. His W cast range makes it easier to do aggressive plays. He can actually W Auto Q for easy thunder lords or maybe get an extra auto. That movement speed he has? That's for juking. You juke a skill shot and punish your enemies much harder now if they miss up and possibly kill them. His W damage that people complain about clear and aoe, I'm not sure if you read but it scales up to %100 by level 11. Also the full damage applies to whom you right click- not what is in front. Again I've had a blast on PBE and even more when they reverted the e dash speed. Azir feels absolutely amazing for those that make aggressive proactive plays. As someone with 500,000 Mastery Points on Azir I love the tuning they did. He still feels like the cool Shurimen Emperor that controls the flow of battle. He can still set up plays and be that play maker. He still makes people say "Holy Shit Azir. That was soo good."

Good job Riot. I was scared about this rework and I'm so satisfied with the outcome.

Not xPeke9/20/2017, 11:13:16 AM2 votes

I don't agree with the change to the bounce interaction with his Ultimate, I'm sorry.

The simple fact that his range was severly nerfed indicates a need for more protection. It doesn't make sense to change the bounce interaction after placing him more at risk when fighting.

Really dissapointed in this.

Tobila9/20/2017, 12:33:35 PM2 votes

No offense but I dont think that those changes will buff him in any way The CDR change is kinda nice, but the Range nerf is too heavy as well as the ult change, that you can now dash through it. His early is still really really weak, and will get punshied for that super hard, bc in early you normally dont have 3 soldiers in lane so the AS boost first gonna matter in mid to lategame. When you take away his command range, you probably need to increase the dmg or decrease the cdr of q or w, so you can make it somehow through laning phase

Shahamut9/19/2017, 5:16:18 PM1 votes

Would it be possible to add an option for Azir's ultimate, where, after it becomes a wall, he could reactivate the R to turn the wall into 1/2/3 comandable soldiers? Maybe with 1/2 the normal duration? Just to add more options?

"You there! Drop your shield, the time to attack is now!"

I mean, more soldier command for him is good right?

Kowe The Ewok9/19/2017, 11:10:19 AM1 votes

Azir is currently heavily underperforming, particularly in lane - and you actually made it worse! Yea, he does have a minimal attackspeed boost with 3 soldiers - but did you even consider what mana consumption this implies? He was mana starved before already. You nerfed him when he's at his weakest and nerfed him when he's at his strongest (range & AoE). AND you robbed him of his ultimate's utility.

Horrific changes that utterly destroy a former fun to play character.

nhentai1770139/19/2017, 2:43:00 AM1 votes

Why did you basically remove the reason azir had alot of highs and is such a cool champ: the shurima shuffle