Some Azir CLARITY changes.

Syllin·9/21/2014, 7:40:54 PM·6 votes·1,918 views

Azir has been out for a little while. im sure everyone has played a few games with him. during this playtime im sure you've run into a couple of "clunky" moments. which is to be expected! the dude is incredibly difficult and brings a ton of power to the team. however, there are some clunky moments that i think could be avoided with a couple of fairly simple QoL additions. these are all readability ONLY changes. neither buffs or nerfs.

  • Problem 1: the range at which a soldier deactivates is very unclear. ill be attacking an enemy champion, take one step backwards to reposition, go back to target the enemy champion and i am now walking towards the enemy champion instead of attacking through the soldier.

Proposed solution 1A: perhaps put a very lightly colored ring around azir while he has soldiers summoned. the range would show at what distance the soldies remain idol. NOT the despawn range. think similar to orianna and her ball range indicator. now this could muddy up some of play space visually (and we all know how riot has been clamping down on cleaning up visual space) but i think this small change could do wonders, and the pro could very well outweigh the cons.

Proposed solution 1B: (this could also just be a bug) this should be implimented regardless of the above solution. if azir targets an enemy champion while he is too far away from his soldier he will instead target that champion with a regular auto-attack. even if he comes in range of the soldier, and the enemy champion is within range of the soldier, azir will still go in for a normal auto-attack. or atleast it has for me MANY times. it seems that if azir gets within range of the soldier priority should IMMEDIATLY be shifted to the soldiers auto-attacks (granted the enemy champion also needs to be in range of the soldier)

  • problem 2: azirs ult indicator is very unclear about its range. we dont know how far it starts behind azir. i suppose this is something you get used to over time but it has very low clarity for a new player. we should be "fighting the enemy, not the game"

** proposed solution2 :** change azirs ult indicator to something similar to thresh's flay. it would show the full target area. you would know when you can make a big play. i think this would be HUGE from a clarity standpoint.

i think these changes would help azir players better understand his limits and capabilities. it would reduce a small amount of "clunkyness". and make playing him a much more enjoyable experience for everyone.

14 Comments

MeBuffULongTime9/21/2014, 8:32:03 PM3 votes

Yes! I completely agree with what you're saying especially with regards to problem 1. I don't know how many times I have run right into the enemies range and to my death because of this little bug. Also I would really appreciate some clarity on where my soldiers are ACTUALLY going to go when I use my Q. They DO move in the general direction, but rarely where I expect them to go. Can we get a response from Riot please? Azir

P.S. Thanks for brining this up! I was gonna make my own post on these same issues.

Tyverus9/21/2014, 11:21:39 PM1 votes

I think some of the complaints about the q are from the soldiers lining up at the end. It's happened to me a couple times but is especially noticeable with 3+ soldiers up. pretty sure it increases the aoe also.

slightpaw9/22/2014, 12:51:36 AM1 votes

idk about you guys but the last game i played with azir when i would cast W and attack minions it would attack but do no damage this happened the whole game the only way i could get any CS was with AA through azir him self. (just for clarity if i cast W my AA with arise would do no damage but it would be attacking )

Mimiro9/22/2014, 4:41:03 AM1 votes

I agree with everything here.... when I use my Q the range indicator is WAY farther than what it will actually go. We also don't need a huge sand line going from us to the warriors to tell us how far away they are.. just give us a direction indicator like Ori has.

Wreckdomreck9/22/2014, 12:22:46 PM1 votes

OK i understand the flavor of azir's ult like the royal gaurd running foward to protect him, and a knockback is useful for a ranged character... but why the hell do i have to be in melee range to use it? Tristianna's ult does not require you to be in melee range to use it, his ult is situational at best and does nothing for him as a defensive cooldown. It has no synergy with his other abilities like other characters have. What it really should be is something else such as an offensive cooldown that can maybe help him get a kill by himself? He has alot of poke, but it doesn't turn into a shove until you have rediculous amounts of AP built up.

What im thinking is that the health shield on his he was purely designed for hopping to the enemy, ulting backwards and shooting them into the turret. Idk i always have to save that e for an escape, because i surely never want to gap close on somebody such as fiora. Thats a good way to get real accuainted with the shopkeeper at your spawn. I just dont know why an ability would have a tanking effect on it for a squishy ranged champ, in my experience, if i get close to them, am bound to die real quick, that sort of effect on an ability only encourages noobs like me to feed.

You can post videos of diamond players scoring penta-kills with a fed azir at low elos all day if you like, but not everybody is an absolute expert at this game, i cant calculate how much damage each enemy player is going to put out by a quick tab, though there are players that can, a majrity of this player base i believe cannot. (precisely at least)

Velasan9/22/2014, 4:52:56 PM1 votes

After reading these posts and have been playing Azir all week I just don't agree.

There could be more clarity on things like distance soldiers can travel to and better response times on the E, but all this is actually pretty clear just not immediately visible on an indicator.

The soldiers always can move 800 from -you-. Same as many other champions long range poke spells.

A soldier will stop attacking if Azir stops to attack something closer to him but farther from the soldier OR if you are too far away.

You can't use his ultimate from farther away because that would be extremely busted. The point is it has to be positioned correctly to work. If you can just auto position it because it works at a large range that would be a problem.

Azir could use some quality of life changes like more accurate indicators and smoother controls, but that's it really. If there was any buff I'd suggest at all it's just a longer time on his Q slow so follow ups are easier.

GreatDane9/22/2014, 6:38:03 PM1 votes

I definitely agree withe the statement of/solution to problem 2. I didn't even realize until the champion spotlight that Azir's ult started behind him - I was always afraid that melee champions right on top of me would get "under" the wall's starting point and be unaffected.