Full list of Azir bugfixes coming in 4.18

RiotZenonTheStoic·10/8/2014, 9:02:36 PM·16 votes·28,180 views

Greetings, friends of Shurima!

Azir has been out for a few weeks now and players are still struggling to fully access his power. Partly this is due to strongly undertuned base stats (a problem we're looking to fix with conservative buffs in 4.18), but to a much greater degree the problem is that Azir released with a lot more bugs than we'd normally see on a new champion. We would like to apologize for that--we bit off more than we could chew with a champion of Azir's complexity delivered on a pretty strict deadline (the Shurima event, which of course we didn't want to overlap too much with Worlds). We made the call that a somewhat buggy Azir delivered now would still be better than a much less buggy Azir delivered potentially much later.

Just how buggy was Azir on release? Glad you asked. Here is the list of confirmed bug fixes for 4.18:

PASSIVE:

  • Fixed a bug where two opposing Azirs could click the same turret ruins and create two Sun Discs on top of each other
  • Fixed a bug where the clicker to raise the Sun Disc was visible to other players
  • Reduced the clickable size of Sun Disc clickers by 20% to avoid accidental clicks
  • Added a missing string for spectator mode only in color-blind mode for when a blue-side Sun Disc self destructs.
  • FIXED IN THE FUTURE: The Sun Disc doesn't ramp up like a proper turret (fixed in 4.19)
  • KNOWN BUT NOT FIXED YET: Attack moving onto a Sun Disc clicker will activate the clicker. This is a bug in the underlying attack move code. The same is true for attack moving onto a Thresh lantern, for instance. We will fix this eventually, but have no ETA yet. Probably not 4.19. Sorry!

Q:

  • Fixed a bug where moving inactive soldiers into activation range with Conquering Sands would fail to activate their auto attacks properly, leading to 0 damage attacks
  • Fixed a bug where soldiers would fail to go through walls
  • Fixed a bug where the targeting indicators for Conquering Sands were not constrained to the cast range of the spell
  • Fixed a bug where damaging units at the very end of a soldier's movement would fail to apply damage from Azir, leading to failed buff transfers, missing damage attribution in death recap, and buggy interactions with spell on-hit effects such a Rylaj's Crystal Scepter
  • Fixed a bug where damaging units at the very end of a soldier's movement would ignore spell shields

W:

  • Fixed a bug where dancing would break your soldiers auto attacks
  • Fixed a bug where multiple soldiers attacking multiple targets would often lead to soldiers incorrectly applying reduced damage to targets that were only hit by one soldier. This one's a pretty big buff fix.
  • FIXED IN THE FUTURE: Soldiers only last 6 seconds on the Crystal Scar until you put a second point into W (when they go to 9s as intended) (consider putting a point into W at level 4 for the time being)

E:

  • Fixed a bug where E would sometimes take Azir to the wrong soldier
  • Fixed a bug with E not firing when there's only one soldier in the world regardless of where the player's mouse cursor is
  • Changed Shifting Sand's behavior when used to go to a soldier currently in transit from Conquering Sands--the soldier now takes Azir along on a magical journey. This is also a pretty noticeable buff.
  • Fixed a bug where queueing an E spell cast right after pressing W wouldn't work. Feel free to W+E away now! (Or try W+Q+E for an even cooler combo)
  • KNOWN BUT NOT YET FIXED: Azir can leave the platform on the Crystal Scar by using W+Q+E. Hoping to fix for 4.19.

R:

  • Fixed a bug where Emperor's Divide would bounce targets multiple times
  • Fixed a bug where Emperor's Divide would sometimes cause a target to be pinned against a wall for the full duration
  • Fixed a bug where Emperor's Divide would fail to fully bounce targets to the far side of the wall
  • Fixed a bug where enemies were able to cross Emperor's Divide by spamming a low cooldown move block such as Ahri's Spirit Rush or Rengar's leap from brush
  • Fixed a bug where Emperor's Divide would fail to stop channel abilities
  • Fixed a bug where targets knocked into the air by Emperor's Divide were able to cast or attack while airborn
  • Fixed a bug where Emperor's Divide would sometimes ignore spell shields and still knock enemies back
  • Fixed a bug where Emperor's Divide would break spell shields and still knock enemies back
  • Fixed a bug where Emperor's Divide would deal its damage multiple times
  • Fixed a bug where Emperor's Divide would play multiple instances of its hit effect against minions, leading to FPS loss for slower machines
  • Added a second targetting indicator to Emperor's Divide that communicates that soldiers move forward into position rather than just spawning as a wall
  • Fixed a bug where Emperor's Divide would move the Greater Relic on the Crystal Scar
  • FIXED IN THE NEAR FUTURE: Fixed a bug where Azir's Emperor's Divide would give Azir kill credit (gold+xp) for invisible minions used as placeholders in many spells (Jayce gate / Lux R / Karthus W being the most noticeable) Will be fixed in a hotfix soon (before 4.19)

Bugs we need help with:

  • There are constant reports (and I've certainly seen this myself) of people summoning a soldier, immediately order the soldier to attack, and the attack failing. We cannot reproduce this in isolation though, so there must be something we're missing. If you have any further info here (or a video! A video would be great) please let us know.

46 Comments

Epengu10/8/2014, 9:13:21 PM7 votes

I just made a large post about how much I love Azir's design at the core and that he has a lot of potential, so I'm glad that you guys only really rebalanced him by bugfixes and minor stat buffs - that's basically all I think he needed. Glad you guys acknowledge that there was some rush, and here's to a bug-free Azir going forward.

I've definitely had the issue with the attack failing, and I honestly have no idea what it could be. It looked like someone had literally dodged the attack when I saw it, but I don't know.

2xHero10/8/2014, 9:12:43 PM5 votes
  • KNOWN BUT NOT YET FIXED: Azir can leave the platform on the Crystal Scar by using W+Q+E. Hoping to fix for 4.19.

Oh baby

Nucleophilic atk10/8/2014, 9:19:47 PM4 votes

Can you fix the bug where my teammates, that don't know how to play him yet, select him and feed in my ranked games??

RiotZenonTheStoic10/9/2014, 2:39:48 AM3 votes

We just discovered another bug in 4.18--Azir's towers now spawn with a blue placeholder texture instead of a health bar. We're investigating what's causing the issue.

Siachi10/8/2014, 9:59:57 PM3 votes

They're not really bugs, but would you consider some QoL buffs such as:

1). His Cast range indicator for Arise!(W) will show the soldier's attack range while casting 2). If you use Arise!(W) on a tower for the direct damage, could Azir actually walk to the tower to get in range, instead of putting down a soldier like "DID I DO GOOD BOSS?!"

RadiantWings10/9/2014, 4:16:51 AM3 votes

Since you're already giving him a major aspd increase, why not simply increase his base aspd to the baseline .625 and give him some above average aspd scaling per level while completely scrapping his cdr->aspd conversion? Is it because you want him to be forced to buy cdr items like Nashor's and Athene's? Azir is like Orianna where he's dps oriented and he's heavily reliant on cdr to effectively position all of his abilities, it seems like cdr would already be a no-brainer, regardless of how well Athene's or Nashor's work for him.

Also, will he get some Quality of Life improvements at some point?

-His soldier's can't actually be commanded to attack a target near the end of their command circle even though they can reach past it with their attacks.

-The beam connecting him to his soldiers tells you nothing except that they're your soldiers when there are two Azirs. Can't they tell you when you're in range to command your soldiers to attack and tell you when you're moving too far to keep your soldiers up?

-Your soldiers don't give you their remaining duration. I understand that since they time out faster near a turret, an accurate timer might be harder to implement, but can we get something at the very least?

Junkο10/9/2014, 7:26:47 PM2 votes

I'm sorry if this is mean but, how did Azir hit live with all these bugs? PBE exists for a reason and apparently the testers are either oblivious to bugs or you just refuse to fix them.

Raptamei10/9/2014, 3:56:12 PM2 votes

Full list of Azir bugs not caught in internal testing

Ftfy.

Nebuul10/9/2014, 4:28:04 PM2 votes

I am very curious: If there is a bug that makes Azir god when paired against "placeholder minion" champs (Jayce Karthus Anivia JarvanIV Trundle Malzahar), why isn't he disabled until a fix comes out? Vs. those champs right now, Azir gets a free level + 400g whenever his ult is off cooldown, assuming they use abilities.

Note: I'm assuming those are the affected champions. Maybe it is just J&K? Who knows. Even if it is just them, though, this seems egregious.

Long Dong Wukong10/9/2014, 5:03:20 AM2 votes

meh

EerieViolet10/8/2014, 9:14:04 PM2 votes

I've had a bug numerous times where right after I would use Q there would be no indicator that it went on cooldown and would have no idea when it would be back up

Cendrillium10/9/2014, 2:13:28 AM1 votes

I think a very slight increase in his W's AA range (~20) would make him much more relevant, because of the way soldier's AA's land. Just a thought.

I am Razgriz10/9/2014, 3:04:19 AM1 votes

Can you give me a better idea of what you mean by "attack failing?"

Like, does it fail to do damage? Fail to animate at all? A little?

OwlMechanic10/9/2014, 5:41:34 AM1 votes

OMG, thank you so much I've been making bug compilation lists for azir for a few days now, just searched red tracked and found this.

So excited about this I think he is a really cool and original champ, it'll be fun to see how much the practice I've gotten (despite team rage at the champ select) has paid off when I can actually perform reliably with him (omg. the e escapes/chases will work.) Thank you thank you. Awesome work.

Froody10/9/2014, 9:43:53 AM1 votes

FIXED IN THE NEAR FUTURE: Fixed a bug where Azir's Emperor's Divide would give Azir kill credit (gold+xp) for invisible minions used as placeholders in many spells (Jayce gate / Lux R / Karthus W being the most noticeable) Will be fixed in a hotfix soon (before 4.19)

Can you please disable him in rankeds until this is fixed?

Mhyscha10/9/2014, 11:24:17 AM1 votes

What about that thing where Azir single-handedly kills Baron with his 40% CDR + 3 Soldiers (4 actually, but that last one doesn't last for long) while being outside of Baron's Pit, and not needing any help from his team and killing Baron without even breaking a sweat??? EDIT: Great Idea, make sand soldiers afraid of Baron as they are afraid of towers, they will attack Baron, but have reduced attack speed and doesn't last for long. And casting W onto Baron would damage him, like when casting W in turrets. Also, why not reduce the clickable size when casting W to turrets, allowing players to summon sand soldiers just beside the enemy turret.

Titanium7010/9/2014, 12:45:58 PM1 votes

Fixed a bug where damaging units at the very end of a soldier's movement would ignore spell shields

I´m not sure that is the same issue:

Azir´s Q sometimes ignores Yasuos passive shield, directly DMGing his HP. If this is already fixed, NVM! ^^ I just wanted to mention that. :)

BeatzBoyFTW10/9/2014, 1:45:57 PM1 votes

I thought the bug with my experience using Azir was just:

  1. enemies being the same position after using Emperor's Divide.
  2. Emperor's Divide pushing the crystal off of its position in Crystal Scar/Ascension.

And the rest I also thought it's something natural, but after reading this.

Oh. My. Good. God. Azir......

PsycloneJoker10/8/2014, 9:19:31 PM1 votes

Can you tell us why he wasn't disabled? Champs have been disabled in the past because of a single bug, yet Azir wasn't disabled for most part. What kind of variables goes into a decision like this?

Necron XCIX10/8/2014, 10:00:41 PM1 votes

I've been noticing a bug where the sand minions auto-attack when I don't want them to. They'll just start attacking randomly. Keep in mind that I have my game set to not auto-attack unless I give the order to. Considering it happens at least ten times whenever I play him, It's really distracting and screws up my last hitting

DUDE BRO10/9/2014, 4:36:15 PM1 votes

I had a soldier attacking a heimer turret that did 0 damage. The heimer turret was in the bluebuff brush, and the soldier was on the opposite side of the wall (near wolves) and did 0 damage. Turret was at the absolute max of the soldiers range.

I I can't remember if I used Q to get it into place first, so this might be the W bug you're looking for. (Though the W bug might not exist, could just be the Q bug you fixed)

slamor10/8/2014, 10:47:26 PM1 votes

I experienced a bug where If I summoned W and immediately attacked in enemy champ, used Q then press E immediately, there would be a half a second delay for E to go off. It was a very frustrating bug for me. Can you please put Azir on free week again now that he is playable?

5G8Nri0B5410/8/2014, 11:57:43 PM1 votes

There are constant reports (and I've certainly seen this myself) of people summoning a soldier, immediately order the soldier to attack, and the attack failing. We cannot reproduce this in isolation though, so there must be something we're missing. If you have any further info here (or a video! A video would be great) please let us know.

Try doing this in melee range, or atleast REALLY close range.

Whenever this happens to me, my target, my soldier, and Azir are in very close vicinity to one another.

Nausicäa 10/9/2014, 12:42:52 AM1 votes

So i know its risky to buff him because you dont know how much of a impact the bug fixes will have, but it's still pretty annoying that after these set of changes he could still be in a bad spot and wont get any changes for another month. Releasing a champion and then having them in an unviable/underpowered/super buggy state for 2 months is a bit ridiculous.

Cronofuge10/9/2014, 1:29:32 AM1 votes

I personally have an issue with the fact that you cannot hit the stop (default S) key to stop his soldiers from autoing once it has started. Normally when I am last hitting in lane and I begin an auto I realize part way through the animation that my attack will not kill and I hit S to stop and then start it up again so that one or two minion auto attacks can get through and I get the last hit. This, however, doesn't occur with soldier autos and once they start they cannot be stopped.

Also is it possible that if you place your ult on a wall to prevent dashing through it, that it will fail to bounce targets? Once when I put my wall up on top of the skinny wall north of blue wraiths (not the wall at the camp, the wall a tad north of the camp) and the enemy gragas dashed through it perfectly then proceeded to kill me.