Needed Azir Changes

RadiantWings·10/7/2014, 10:18:06 PM·1 votes·1,040 views

After playing him for a bit, here are all of my thoughts:

Quality of Life changes: -Azir's minions now give a noticeable indicator for their remaining duration.

  • If there's an indicator currently, then it's not noticeable enough. The only reason I can think of as to why this isn't currently in, is because they time out faster near a tower.*

-Azir's connection beam towards his soldiers now changes color to signify when he's actually in range to attack with it, and when they're about to pop from being too far out of range.

  • I also don't understand how this made it through given that Orianna already has an indicator.*

-(Buff) Azir can now actually command his soldiers to attack at the end of their range rather than indicating a "kind of there" spot where they can't actually be commanded, but still also reach with their attack distance. This is actually kind of redundant with one of my later suggestions, but it would help his QoL if nothing else about him changes.

Gameplay changes and buffs:

-Innate cdr->aspd conversion scrapped.

-Azir's base attack speed increased to .625 + 3% level. This is carry scaling. You don't need to fuss around with stupid cdr->aspd conversions for awkward powerspikes, just keep it simple. This would make Azir feel alot better throughout the game since he's so aspd reliant (even the best attack animation speed in the game isn't going to cut it) This would be an aspd buff at nearly all points, but I'll get to that later.

-Azir attack range increased to 575. *Considering that he's supposed to attack from long range, 525 just seems like a value that's there to mess you up if you don't know the precise soldier command range which isn't quite explained to you. *

-W now gives Azir a passive 10/15/20/25/30 (+.1 AP) magic damage on auto-attacks. For some reason Azir has this terrible 43 + 2.8 AD ratio which would make sense if his soldier attacks stacked with his normal attack. This rectifies that problem along with another W change I'm proposing.

-W mechanic change: Azir's soldiers extend his basic attack range around them. When Azir attacks a target, all soldiers within command range will also attempt to attack the target, dealing 20-110 (+.5 AP). Each additional soldier still deals 25% damage. *The new attack range now causes a burst of sand shoot up from the ground and do Azir's basic attack damage and proc on hit effects. This opens up a wealth of options for Azir. If AD Azir becomes overwhelming because of the range and scaling, you can just make the extended basic attack not crit. This also clarifies Azir's Nashor's build option so that he'll actually finish it rather than run around with codex and stinger for half the game. I know that you really wanted Azir to have build options rather than be forced into any sort of aspd, that's partly why he has such terrible base aspd, but it just doesn't work out too well. His terrible base AD helps balance out a Sheen rush, and the lichbane option allows you to build towards poking rather than the dps of Nashor's. Also, even simply making the soldiers attempt to attack the target would be of immense help, especially when you're aoe farming an one soldier isn't quite in range. *

-E now simply gives Azir the shield rather than be conditional Nevermind that it's rather easy to dodge because you need three spells to use it on demand, I find that half the time, this shield will actually bait you into a close fight that you will lose because the enemy interrupted your dash or killed you before your shield ever kicked in.

-R needs a range increase, plain and simple. Also, it would be cool if you could actually move the wall with your Q. So say you push an enemy with R, but they flash behind it. Now you Q all the way behind you so that they are probably forced into your team. Being able to make plays with the wall would encourage tanky Azir so that you could actually survive to make them.

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