I think Xerath needs to be nurfed.

Tainted Erection·11/24/2014, 2:53:23 AM·1 votes·560 views

Someone with really long range should not be so bursty.... i went up against him as Azir and got completely countered. Azir is scary because of his mobile sand warriors but all xerath has to do is Q me which provides longer range then my warriors. If not the same. Now every champion has its counter so i understand, but by the time he got 2 kills he was already able to take half my health away with 2 Qs which is pretty dumb for a hella long ranged Attack... its like getting constantly attacked my lux's Ultimate, but with less Aoe. I do have a few suggestions that wont kill the champ.

1: less damage early game. 2: lower the time it takes to charge his Q but once its cast increase the time it takes to do damage. 3: change his passive. i mean come on... constantly using safe long ranged bursty attacks are annoying, but having plenty of mana to keep at it?! OP!!!

Im not saying all of these changes should be made but one of these should take effect.

2 Comments

Volt Cruelerz11/24/2014, 3:29:15 AM1 votes

I main both Azir and Xerath (before and after the rework).

  1. if you simply want lower numbers, no
  2. yes. I've wanted this since the current version hit PBE.
  3. his passive is your chance to get him. He has to come in AA range to get the mana that he uses to blast you away. Hit him then.

The two changes I've wanted on Xerath since his current version hit PBE were #2 and to fundamentally change his ult. When you hit with it, you don't feel like you did a good job, you feel like the other person failed to dodge. A minor increase to the AoE is always possible, but I'd rather it just be completely different. My current working theory is something along the following lines...

Arcane Eruption: deals 100/150/200+30% AP to the target area at mouse location with 350 radius if uncharged. Damage is dealt 0.5 seconds after Xerath stops channeling; if the ability is interrupted, no damage is dealt. While charging, energy cracks appear in the ground in the target area and the target area follows the mouse, though the longer the charge, the slower it follows the mouse. Every second (with interpolation in between) of charging, the radius is reduced by 70 units and the damage is increased by 50% multiplicatively (damage = (rank_damage+0.30*AP)*1.5^time_charged). If charged for five seconds, the ability will cast.

At max rank then with a full charge, you're talking 1519+227% AP to a single pixel on the map. A more realistic charge of 3 seconds puts you at 675+101% AP to a radius of 140 units. This gives Xerath, his teammates, and his enemies plenty of chances to make good plays.

Live2LetDie11/24/2014, 3:42:34 AM1 votes

As a player who mained xerath, to the point where I got to test his early rework by inv, he is a poke champ and that is his strong point. Early on he has 0 mana issues IF you don't abuse his AA range when he needs mana. His q is an obviouse animation which has a delay, which is clearly shown, before it does damage. Realizing that you need to dodge, or with azir prepare to go in, when he is holding his q will change the lane. Use your dash to dodge the q and rek his face since he doesn't have escapesz