Azir Rework

Elite4Runner··14 votes·2,980 views

TLDR: I hate TLDRs, I wish you would just read the whole post, BUT ...

  • Q moves single (farthest) Sand Soldier, instead of all, to target location.
  • Damaging enemy champion with Q reduces it's own cooldown based on the number of active soldiers.
  • Q mana cost decrease.
  • W mana cost is 0 + 40 per active Sand Soldier (First is free, Army is expensive)
  • Decrease single soldier attack damage, increase multi-soldier attack damage.

Now, please read to understand more


Azir is supposed to be a tactical commander on the battlefield and right now all he does is summon a small army and say "Go over there".

I think in order to make him feel more like a strategic champion, we could make a few changes to his Q ability, Conquering Sands.

I also want to be sure to say right now that I completely understand that other balance changes will be needed along the lines of specific cooldowns, mana costs, base and scaling damage figures, but I am confident that Riot can figure that out.


CONQUERING SANDS

The biggest change I would recommend would be to have this ability only command the Sand Soldier that is farthest from the target location to move, instead of all of them.

Then I feel that the cooldown should be reduced or reset by some mechanic involving attacks against enemy champions.

My favorite idea for this would be to have the cooldown for his Q be reduced by x seconds per active Sand Soldier under Azir's control if the soldier passes through an enemy champion.

This means if Azir has a single Sand Soldier active and he manages to pass the soldier through an enemy champion, he will not be able to instantly cast Q again, however if he has 3 Sand Soldiers active, he may be able to recast Q in order to command a new soldier to move.

I would also be concerned about the mana cost of a single cast of this ability. I understand that, if done right, this change could make this ability very strong so reducing the mana cost too much could further boost it's strength, however at the current cost of this ability, Azir's mana pool would be crippled very quickly.


ARISE

I also considered that the Sand Soldiers may need to be adjusted somewhat in order to make this more effective.

This could be something as simple as increasing the time they are active on the battlefield before dissolving.

Their duration could be reset if they are commanded by Conquering Sands or if Azir moves to them with Shifting Sands.

A different way to accomplish this could simply be to make it more cost-effective to always have multiple Sand Soldiers active.

This is actually a change that I have suggested before, but I feel that it would be good here as well.

The mana cost of Arise is 0 + 40 mana per active Sand Soldier.

This means it costs Azir no mana to always keep a single Sand Soldier on the field.

  • I feel that this is important because summoning a Sand Soldier is always the first thing that Azir does when doing anything, and the mana cost of his combos are so high at the moment that he will most likely not summon a Sand Soldier without intending to use it immediately. This is a very clear telegraph that he is about to do something and I think it really hurts him. I also think this is one of the main reasons why Azir needs such a long range on his abilities with the way his kit is currently designed. If your enemy sees you summon a soldier they can be sure that you are either about to throw the soldier at them, or use the soldier to escape and they can immediately start reacting before you have even started.

The cost to summon and maintain a second soldier is the same as it is currently, and to summon and maintain more soldiers will be even more expensive.

  • With the changes to Conquering Sands that I suggested, it will be a major benefit to maintain more than one soldier in order to get the most use of his abilities. This change in conjunction would help to balance the utility cost of mana consumption vs cooldown. Azir would need to spend more mana to have more soldiers active in order to reset the cooldown on his Q, which then costs additional mana to recast.

BALANCE

As I said before, I completely understand the fact that base damage, mana costs, ranges, cooldowns, ... many different things would need to be considered when making big changes like this. That is just the nature of reworking a champion.

I do think that this would make Azir more interesting to play.

I think it would make him require more skill and strategy to be effective with, but I am of the impression that was Riot's goal with this champion.


Edit #1

Thinking a little bit about how Azir typically deals damage currently, I realized that a large part of his damage comes from the attacks of his Sand Soldiers and I tried to imagine how these changes WILL impact that damage.

Currently the description for a Sand Soldier's damage is as follows according to his LoLWiki page

Soldiers deal 50 - 170 (based on level) (+ 60% AP) magic damage to all enemies in a line.

And there is a very important sentence under the Arise ability description

Multiple soldiers can strike the same target, with each soldier beyond the first dealing 25% damage.

With the way Conquering Sands works currently, it is pretty easy to stack soldiers onto a single target, and I am confident that this is why Riot felt that it was important to reduce the damage applied by multiple Sand Soldiers on a single target.

However, my change would make stacking soldiers onto a single target more difficult, and I believe as a result, it would actually be better to reward the player for doing so.

Now, in order to do this, I would actually recommend nerfing an individual soldier's base damage (keep in mind that with the changes to Arise, soldiers should be more available) and increasing the amount of damage dealt from "each soldier beyond the first". For example, simply moving this amount from 25% to 50% could be significant. Depending on how strong or weak this proves, this amount could potentially scale by level, or even on something like ability power as well, for example 50% + 10% per 100 AP. (just an example, don't hold me to that)

40 Comments

sh1theadmiakl3 votes

As a Azir main ... yes I like this a lot

TyrekGoldenspear2 votes

I love it. Azir holds a special place for me as the first champ I bought and learned.

This sounds like a great idea.

Elite4Runner1 votes

I do see some ways that this will potentially impact the soldier's attack damage. I'll probably do an edit to go over that and how I would think may be best to fix it here in a bit.

Elite4Runner1 votes

TLDR added

Saianna1 votes

What if Azir had no AA of his own, and he had always 1 soldier active to AA for him? Ofc he'd have to send soldier often, so CD would be reduced and damage aswell

Elite4Runner1 votes

{quoted}

What if Azir had no AA of his own, and he had always 1 soldier active to AA for him? Ofc he'd have to send soldier often, so CD would be reduced and damage aswell

I think the main problem with this is that he would not be able to attack towers.

Saianna1 votes

Uh obviously I meant soldier would be just his AA, so he'd attack everything Azir wants.

And his active AA tether Azir-soldier range would be balanced just in case from under turret bullying

Elite4Runner1 votes

{quoted}

Uh obviously I meant soldier would be just his AA, so he'd attack everything Azir wants.

And his active AA tether Azir-soldier range would be balanced just in case from under turret bullying

Sure it could be changed to work that way. I was just saying that would be the biggest reason why he NEEDS AAs given the way that his kit is currently.

sugarj13371 votes

Previously Azir's soldiers were able to attack towers.

https://www.youtube.com/watch?v=FTf9XJKd1qA&feature=youtu.be

Elite4Runner1 votes

{quoted}

Previously Azir's soldiers were able to attack towers.

https://www.youtube.com/watch?v=FTf9XJKd1qA&feature=youtu.be

And in this video you can see why they removed this ability. He is able to attack the tower without even being under it.

I'm not sure if your comment is in response to the other person's comment about removing Azir's AAs completely, but I agree that it could be an option. I was simply pointing out that this is why it is not this way currently.

However that is not the only reason, just the most important one in my opinion. Not having any way to apply auto attacks directly would make all on-hit effects in the game completely useless on him. Granted, they are already not exactly 'useful' but he still has the ability to utilize those effects currently. Again, not necessarily something that couldn't be worked around, but it a reason.

SongRui1 votes

I feel like its an absolutely great idea, (considering I'm an azir main lol) on the surface he looks balanced but with a high learning curve. I feel as if the Q (only being able to move the furthest soldier) is going to be very clunky and awkward to use, especially when it's not really an "army" if you can only move one soldier at a time.... Either get mana back from the Q or reduce the cool down for the rework, which would be conceivable if you lowered the damage on the Q a little bit.

Elite4Runner2 votes

{quoted}

I feel as if the Q (only being able to move the farthest soldier) is going to be very clunky and awkward to use, especially when it's not really an "army" if you can only move one soldier at a time....

It is often a better strategy to stagger assault forces than to have them all attack in unison.

This allows for a greater dispersal of force and tactical control of your environment, as well as giving you a greater opportunity to react to counter measures.

For example, if you were to send all of your soldiers into an ambush, once the trap is sprung, you're done.

So as an emperor/commander, this actually makes more sense than the way his current kit works.

Also, by consistently moving the soldier who is the farthest from the target location, you are actually keeping your forces centered on Azir.

Reinforcing your front line with your back line is also a common strategy.

Laxfan521 votes

I feel like his w not costing mana could be over powered. He would be able to push really fast in the lane phase without losing very much mana. Maybe it could have a base mana cost of 10 and increase per sand soldier?

Elite4Runner1 votes

{quoted}

I feel like his w not costing mana could be over powered. He would be able to push really fast in the lane phase without losing very much mana. Maybe it could have a base mana cost of 10 and increase per sand soldier?

That is definitely a possibility. Ultimately I leave things like specific numbers up to Riot's balancing team. The basic idea remains the same.

Easier to have a few, harder to have a lot.

GULAG 4 U1 votes

Did you remove azir's Q's damage?

Elite4Runner1 votes

{quoted}

Did you remove azir's Q's damage?

That wasn't necessarily the plan, or at least not my plan, but it could be a possibility if Riot finds it necessary.

Keep in mind though that being able to reset his Q completely would most likely be a late game option opposed to early on.

The mana cost and cooldowns would make it very expensive to have enough soldiers active in order to get a complete reset.

The balance team would most likely make it so that a full reset would require at least 40% CDR, rank 5 in both Q and W in order to get an instant reset.

I would anticipate that the enemy would most likely be able to move out of range of the first Sand Soldier within 2 or 3 seconds, so if Azir is not able to recast his Q in less time than that he will not likely be able to proc bonus damage from multiple soldiers onto the same target like he does now.

Currently, when casting his Q while he has 3 soldiers active, he is able to stack 150% soldier damage on a target with consistency. I did mention that I would recommend nerfing the base soldier damage but increase the bonus damage from +25% to +50% as an example. This would mean that he would need to strategically stack 2 soldiers onto a single target in order to get the same 150%, but the base damage would be lower, so the total damage would be lower as well. While it is not necessarily difficult to get stack two soldiers, theoretically, it would require either getting a reset on Q, or it would require him to be close enough to summon a soldier immediately on top of the enemy and Q to move another soldier into range. Being that close is very risky.

So again, removing the damage from Q is on the table for Riot, but I don't know that it would be necessary, as opposed to lowering it at the most.

Divewing1 votes

Sorry but no. You've double-downed on his Q (the main toxic thing about him), and haven't removed the ability to late-carry.

Every time Azir has been meta, it's because he's been poking/bursting too early for too much, and EVERY time it's been because of his Q. If Azir is to keep his soldier commanding late-game hyper carry status, Q needs to be changed radically, potentially removing all of its damage so it can become primarily a soldier-utility tool.

Elite4Runner1 votes

{quoted}

Sorry but no. You've double-downed on his Q (the main toxic thing about him),

By increasing its preparation and decreasing it's immediate effectiveness. He will no longer be able to simultaneously move 3 soldiers on top of an enemy and poke them with 150% of their damage. Getting a full reset will most likely only become available after 40% CDR and rank 5 in both Q and W, as well as having a high skill requirement, repeat skill shots, and high mana cost. So yes, the potential for his Q to be stronger is absolutely there, but it now has a greater chance of failure.

and haven't removed the ability to late-carry.

He is a late carry champion ... removing that is not really something that Riot would even want to do.

Every time Azir has been meta, it's because he's been poking/bursting too early for too much, and EVERY time it's been because of his Q.

I didn't specifically say this in the post, but my idea for this would be to have the range in which he is able to command his soldiers to move to at a lower radius centered on him. Riot has already said that his poke range was an issue and I agree with that. My idea is for Azir to have more close to mid range control by being able to position and re-position soldiers around himself in rapid succession, opposed to the current Azir who creates a small army then commands them all to charge at extreme range. I did mention in the post that I believe the reason this is necessary in his current kit is because of the set up and high mana cost requirements for any of his combos.

If Azir is to keep his soldier commanding late-game hyper carry status, Q needs to be changed radically, potentially removing all of its damage so it can become primarily a soldier-utility tool.

This is a pretty radical change if you really see the whole picture. I don't think removing all of the damage would be necessary. I actually already addressed this in the comment just before this one. If you wouldn't mind reading that I would appreciate it because I don't really want to copy/paste my response here.

Thank you for your comment though.

Divewing1 votes

Yes but you haven't removed the "I hit Q and AA you twice in lane for 1/2 your health". All this achieves is hits his range but strengthens his burst. It might make poking more difficult but it's not outright gone and with preparation he would chunk harder.

I'll put it this way, assuming the goals at least are to preserve his late-game fantasy, if Q would still be maxed first with a potential Azir rework, then the rework is a failure.

Azir should be primarily reliant on his W for damage of all kinds at all stages of the game. Right now Q is maxed to deal chunk/burst/poke damage in lane/mid game until W damage has scaled.

Everything about Azir right now is played sub-optimally late game to increase the potency of his early game (Q max, Thunderlords over DFT, Rylais rush). If you look at when Azir became meta again this year, the only major change since his last meta-appearance was the introduction of Keystone masteries, specifically thunderlords, as it gave him even more chunk/poke to supplement his Q.

Something else, you mention how he should be able to more flexibily control his soldiers. Removing Q damage and buffing it's cooldown drastically achieves that. You are concerned about poke damage from W and the range of his Q. Removing his Q damage means it would take at least 1 AA (that's late game) to compensate, and then another to break even Your rework is unnecessarily adding more complexity without removing the problem to begin with, not to mention it would hurt the Shurima Shuffle playstyle that is arguably as iconic as his late game hyper carry status, whereas again, simply removing damage for cooldown on Q gets to preserve the playmaking potential of the combo.

I sound harsh, and I realise you've probably put quite a bit of thought into this, but honestly it would only cause more problems.

Elite4Runner1 votes

I don't think it hurts the Shurima Shuffle at all. It actually makes it more flexible. Right now the only option is to all-in or all-out. This would give him the option to use his E as a tool to reposition in battle without diving into danger, which makes no sense for a mage.

I can understand that we see this differently, but I believe that all of your concerns come down to balancing along the lines of damage, cooldowns, and the limitation of mana.

The complexity helps to mitigate the burst that you're worried about. Letso just walk through the potential of resetting his Q. If he has to summon 3 or 4 soldiers, that is 120 or 240 mana just in set up. Then he has a skill shot that costs additional mana and has a potential to miss. If he misses the pass through, he may be able to land anot attack with that soldier, but all of the set up is completely wasted because the cooldown on Q will be so high that he will lose all of his soldiers before it's up again. Now all he has is one soldier attacking the target.

Just like with the recent assassin reworks, this is meant to increase the chance of failure but rewards sucess.

Divewing2 votes

The difference is though Azir shouldn't have poke or burst period. The assassins had toxic gameplay patterns with no alternative. Azir is only being held back by his Q.

The crux of it is only his Q needs re-orientating at worst.

It's a case of "Everything should be made as simple as possible, but not simpler". The easiest, simplest way to fix Azir's problems is to hit Qs damage, give it a (much?) lower cooldown, and buff soldier damage at early ranks a little. That's all he needs. There's no reason to go through a slew of changes as a backwards way of going about it simply for the sake of a rework.

Frankly from a playability perspective, I don't actually like your changes. I feel they would mirror the changes themselves, clunky and unnecessary. You're changing his functions simply for the sake of it, no one is complaining about how he plays, they are complaining about how he dominates the lane in the early game then doesn't fall off. Your rework admittedly could address this, but the way it goes about it is so unnecessarily complicated that it's not worth it.

Elite4Runner1 votes

{quoted}

I'm honestly curious to have you explain more about how you think he should be changed. I might even be willing to try and adjust my concept to more closely resemble your ideas.

I'm confused though because it seemed as if you were saying that his current Q needs to be completely replaced, but in this comment it sounds like you're saying that it simply needs a damage nerf and a cooldown buff, along with somehow buffing the soldiers.

Based on your latter suggestion that would simply make the pass through damage lower and actually give him a greater ability to harass early on. I don't see how this does anything to prevent him from still being a late game champion since his soldiers scale by level, and Riot doesn't (currently) have any abilities that scale down as you gain rank, so any buff granted early game would at least be present late game.

On the other hand, if you prefer the prior and think that his Q should be changed completely, what is it that you think would be better to replace it? I'm all for new ideas! It just gets a little frustrating to me when people say that what exists doesn't work, but have no suggestion for what should be done instead. If you have any idea, please let me know.

As you yourself said, my idea could address your concerns, albeit it is a complicated way of going about it. The thing is, his simplicity is what makes it easy for him to get out of control. When you add complexity to a champion's mechanics, you allow for risk of failure and reward sucess. I honestly can't think of any other way to go about improving Azir without dumbing him down and nerfing the hell out of his damage, .. which is pretty much where he is now.

To return to your comment about Azir not having burst or poke,

He is a mage, and that is generally what mages do, so I don't see what you think he should be.

I realize that I am repeating myself here, but making his burst complex through set up, skill based, and conditional is probably the best way to restrict him. As for his poke, reducing the range in which he can move his soldiers pretty much solves this all on it's own.

However, without poke, without the ability to burst, and without defense, .. he will simply be irrelevant and die.

So again, please explain to me how you think he should be changed so I can understand you better.

And I want to be sure to say that I don't want this to sound argumentative, sorry if it seems that way. I am honestly looking for honest discussion.

Divewing1 votes

Forgive me for this, but do you play Azir? Just the little things you say about him makes me wonder how much exposure of the champion you have really had.

Azir breaks quite a few of the generalisations and similarities between mages since he's more akin to an AP adc, ergo; he deals high amounts of consistent dps via "auto attacks". These are crude summations but you get the point.

The main thing is Azir doesn't burst, he SHOULDNT burst. You pick Azir for 3 things; ZONING, CONTROL, and DPS. In an ideal state of balance, Azir shouldn't have access to poke or burst to a standard of anything higher than below-average, or we have the Vayne-syndrome, where he should be killing you almost indefinitely, but over time, instead of getting 2-shot by huge burst damage.

Not to mention Azir (and others) was justified as balanced for a time because he was high-skullcap, but saw nerfs due to his professional influence, so attempting to gate him any way shape or form behind skill will only add to that issue.

Now as for being defenseless, that's an over exaggeration, his ultimate is fight-changing, and he has his Shifting Sands escape. Even if his Q were reduced to 0 damage, the cooldowns decrease would mean he could move his are of threat more often (it would probably have a lower mana cost too). But should someone get through that, then good. No champion should be unkillable, and a champion such as Azir who scales IMMENSELY into the late game should be punishable early.

Elite4Runner1 votes

{quoted}

Okay, so we've established that you don't like his current kit and you don't think mine will be (much?) better.

Based on the things that you say are his problem, I simply don't think they can change him without changing the way he deals damage completely.

If he has to move his soldiers as abilities, they have to have limited ranges and be gaited by cooldowns, they must be subject to dealing damage in bursts. That's not Azir mechanics, that's game mechanics. That is why I say that mages are burst, because their damage is tied to abilities. ADCs are easy to deal sustained damage because their damage is tied to AAs, which are resourceless and gaited by attack speed.

So again, how do you suggest he's fixed?

Divewing1 votes

Ummm. No I prefer his current kit over your rework. He is the exception to the "mages deal damage and are gated by cooldowns" because he deals damage via auto attacks. Azirs gating is time and gold; he is supposed to solo carry the game if you let him.

The problems his current kit has is too much up-front and readily available damage, primarily from his Q, but also supplemented by Thunderlords.

This can be solved by heavily reducing the base/scaling on his Q, if not outright removing it completely, in exchange for a drastically lower cooldown and a lower mana cost. To compensate for the loss in damage, Azir would gain a small base damage increase on his Soldiers in the early-mid levels (1-13), with maybe a small buff to scaling and a slight increase in damage dealt by extra soldiers.

This removes the toxic poke/burst pattern that Q provides/offers, but keeps his soldier-commanding fantasy, and empowers his playmaking potential with the shuriman shuffle, without making him too overbearing.

I think your main issue is simply a lack of understanding. You haven't been exposed enough to Azir to fully realise the impact your changes would bear, and you also haven't identified what Azirs problem currently is. What's more, you cannot see the distinction between Azir and standard mages. You liken Azir to all mages but then ignore his blatant similarities to marksmen when his secondary role IS a marksman.

You seem to think his Q is the crux of his kit. That's wrong completely. His W is the only ability you can take at level 1 for a reason. Azir does nothing outside of Ult and make towers without his W. His W enables use of Q, E, and is his primary source of damage (and while not relevant to the point, it also is the source of his threat and zoning). The way his W deals damage is by replacing Azirs AUTO ATTACKS with soldier strikes. To a point I can argue that those attacks are resourceless and only gated by attack speed (what you used to describe a marksman).

I'm really sorry but you simply don't understand enough about Azir to really discuss this. Either that or you seem to think that AP champions are strictly forced into only dealing burst damage, and AD champions are strictly forced into only dealing dps damage, which is a rather narrow view if I do say so myself. Regardless, whichever it is is blocking your ability to actually comprehend what your changes will do.

In your desperation to make Q more dynamic you've made two fatal flaws. 1st: you've changed the primary soldier that is moved. Currently when Azir casts Q with multiple soldiers, the OLDEST soldier moves to the cast location, and the NEWER ones move either side. With your rework, because it's the farthest one that moves, if that soldier is ever the oldest one, there is a very really chance it expires on-arrival, meaning I am then totally useless.

2nd: the Cooldown refresh mechanic This is absolutely terrible. In order to maximise damage in a hectic late game teamfight, I first have to play a silly mini game that not only eats my mana, teammates time, my time, my soldiers time, and means I'm farting around doing no damage until it's finished. The only way you make this work is give it meaningful damage, but believe me when I say, it will make current Azir look like the most balanced champion to ever grace league of legends.

What you think riot wanted for Azir and what they really wanted are 2 different things. In simple terms, riot wanted Azir to be an AP marksman. You want Azir to be another spell Mage. If I wanted to play spammy-AP-spell-mashing, I'd play ryze.

Elite4Runner1 votes

{quoted}

I find it a little interesting that you are bringing up his secondary role but dismissing his primary role. ...

And the fact that you are taking to insulting my intelligence tells me that you are taking this much more personally than I am really comfortable with continuing to discuss.

Lets just agree that the two of us have different opinions on how Riot should handle Azir, but the fact is, they ARE going to be changing him.

I'm simply giving my opinion, and one possible direction they could go. It seems like other people like the idea as well. Riot certainly doesn't have to agree, and I would have no reason to be offended if they chose to go a different route.

I'm not sure what your religious customs are, but here in NA it is Christmas Eve.

Merry Christmas

glhf

Divewing1 votes

It's because I'm trying to explain the nuances of an incredibly complicated champion so you can understand why the changes won't work.

But honestly I'm not sure I can, I guess it's just something someone can't fully comprehend until they've played the champion themselves.

Elite4Runner1 votes

{quoted}

It's because I'm trying to explain the nuances of an incredibly complicated champion so you can understand why the changes won't work.

But honestly I'm not sure I can, I guess it's just something someone can't fully comprehend until they've played the champion themselves.

Did you maybe consider the possibility that the whole point of a rework is to change the way that a champion works?

I understand that you don't like the direction that my rework takes with this, but he clearly isn't in a good place with a majority of the community.

Divewing1 votes

Yes but you are focusing on removing the wrong aspect of his kit, and enhancing the problematic ones.

http://boards.na.leagueoflegends.com/en/c/gameplay-balance/Gsfgqyig-meddler-is-azir-buff-on-pbe-a-joke?comment=000500000000

Riot has their sights set on making Q a utility tool for his soldiers, likely by removing its damage for more accessibility.

If you still feel strongly about your rework and that it is at the least the right direction, I won't argue. I disagree, and have said all I can to support why, but in the end it's your opinion, and I'm not going to force mine onto you.

Elite4Runner1 votes

{quoted}

Sorry to reply to the same comment twice, I understand that some people get annoyed with that for some reason, .. however I wanted to add something.

Personally, I would be completely fine with the pass through portion of his Q (in my version) dealing no damage to the target.

I don't know if that is what you are wanting, but I believe you or someone else suggested that at some point . too lazy to go back and look lol my bad

I think this would actually make it so Azir's damage continues to come from his Sand Soldiers more than any of his other abilities, however, I would insist that instead of nerfing the base damage of the Sand Soldiers they would remain the same, or maybe even get a buff, and the bonus damage for stacking soldiers on a single target would still be buffed.

This, along with the other changes that I suggested I think might make for a compromise that I could live with.

What do you think?

IxtaliKing1 votes

What would you do with his E?

Elite4Runner1 votes

{quoted}

What would you do with his E?

Honestly I'd probably leave E and R pretty much the same, aside from minor tweaks to cooldowns and mana costs.

Ultimately though, E is already heavily dependant on his W and Q. These changes would actually change the way that his E can be used. The Shurima Shuffle could still be done, but he will also be able to engage with one soldier and re-position to another at the same time this way, instead of only being able to follow all of his soldiers in or out.

IxtaliKing2 votes

His E currently sucks, so that's bad news i guess

Elite4Runner1 votes

{quoted}

His E currently sucks, so that's bad news i guess

idk that it would be bad news. I agree that his E currently sucks because he has such limited options with it. This change would expand his options so that the combos in which he uses his E don't have to be entirely offensive or entirely defensive. As a(n) emperor/commander, it makes sense to me that he would need to move to a soldier for protection, but it doesn't make sense that the soldier he moves to will almost always need to be on the front line.

IxtaliKing1 votes

I think a lot of the problem we are having is that his long range DPS hyper carry identity, can't really be maintained with his E mobility and apparently from what I've read, his R. The current thinking is that something has to give. If you had to, what would rather sacrifice: some of his range and hyper carry status, or the Shurima shuffle?

sit kid1 votes

It doesn't.

It still is one of the longest dashes in the game, and it enables shurima shuffles as well as escapes. It still is a very powerful ability (together with the others of course).

A lot of players are easily underrating the ability because of the removed knock up and now that it doesnt scale with health anymore

Elite4Runner1 votes

In my opinion, the range in hyper carry status, easy.

In fact, my rework is intended to decrease his range and his DPS.

Being more capable of reacting without high mana costs would make it unnecessary for his Q to move his soldiers at such an extreme range, and the fact that you are only sending one Sand Soldier in at a time would prevent him from stacking a huge amount of damage every time he uses his Q.

The reset would allow him to potentially have something like his current DPS by late game, but it is much more of a risk.

I think if they were to remove the Shurima Shuffle completely they would actually need to keep his range and even increase his damage, or increase his mobility and/or defense.

sit kid1 votes

Hmm, seems well thought but it still doesn't fix being overloaded

He still is going to have stupid range, mobility, sustained damage, a tower, siege-power, mobility, self-peel, and it is something that needs to be fixed

A rioter said they have 2 options

  1. Maintain his long range, but remove his E-Q combo
  2. Lower his ranges, and make him into more of a battle mage

There is also stuff i like of course

The multihit soldier damage increase, and base damage for 1 soldier decrease increases setup (which is a good thing, setup is a good thing for solo queue), and gives him more time to react against

I gotta say i kind of disagree with the mana cost changes though and the Q changes. Seems rather unlogical and makes little sense balance wise to me :-/

Mystic Falco1 votes

I like the idea of having Azir as the commander, but what Riot may end up changing is Azir's R or E to reduce his utility. They may make Azir more commander like to replace his utility. http://boards.na.leagueoflegends.com/en/c/gameplay-balance/5GoFFycP-regarding-the-azir-rework

redstoned261 votes

As an azir main i like the idea after the free soldier but i think your idea of the q is to hard to use and sure if you want to keep the shurimian suffle in the game and your idea is great but i think your make him even harder than he alredy is and beleave me he is hard enoufh like he is

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