The sad part about the Azir nerfs is that Riot has no idea how to fix him despite how easy it is

vfactor95·7/9/2015, 1:24:25 PM·5 votes·356 views

I'm not complaining that they're gutting him (those changes are likely to be toned down anyway), but that Riot is hitting him in all the wrong places.

The problem with Azir right now is that he's supposed to be a dps control mage late game carry but right now he also has a huge amount of poke with his WQ auto combo starting right from level 2.

All Riot needs to do is gut, and yes i mean GUT his Qs base damage. The skill should be used almost purely for repositioning soldiers and slowing enemy champions, not for chunking enemies.

Now we can buff his base AS so that he will actually be rewarded for building the stat and will actually be a dps threat.

So now Azir loses his stupid oppressiveness in the early game and in exchange gains dps late game, was that so hard?

12 Comments

TheRakkun7/9/2015, 1:27:54 PM1 votes

THat's what I'm saying.

Also allow his W to proc On-Hit effects instead of On-spell effects because goddamn it item 3115 should be his core damage item not item 3285 he's a sustained damage AP carry not a damage AP carry.

Drunk Rummate7/9/2015, 1:30:58 PM1 votes

As an Azir main - Azir feels really clunky and bad when he's built with much more attack speed than his passive already gives. Anything more than the 50% and it would just not feel that good to me. It prevents you from kiting as much and the soldiers also get a bit buggy when they start to attack that fast.

Source: I used to do a stinger build on Azir to try and get a mid game power spike. It felt horrible.

The problem with nerfing the base damage on Azir's Q is that it's pretty much his only reliable form of trading in lane. If the cast range on his W were improved, I could see removing a huge chunk of damage from his Q, but as it stands you can't really use W without using your Q and that costs a lot of mana. Lose the damage on Q and it simply isn't worth using until much later in the game when your autos actually start to do reasonable damage and you can afford to make more than one soldier without going oom.

Azir's problem is much more late game when he can WQ+auto and deal about half of a carries HP from 800+ range. If they just removed a lot of the scaling from his Q and left everything else equal he would probably be fine.

Earl Eulrich7/9/2015, 2:04:51 PM1 votes

most of the burst is because he can get of 2aas after 1q, so they would need to reduce the w-ratio in the first place to reduce his burst/poke - and maybe give them some kind of ramping up (1st hit 0,3, 2nd hit 0,45, 3hit 0,6, 4th hit 0,75 mechanism to emphasis his dps over his burst).

Stiv12347/9/2015, 3:57:16 PM1 votes

Honestly, I would just outright remove the damage and in turn lower the mana cost significantly and maybe reduce the CD.

CasterGilgamesh7/9/2015, 11:26:00 PM1 votes

i feel like Azir should be a DPS mage they need to gut his q damage increase its range reduced its mana cost then move it all to his soldiers auto attacks increase the range he can have his soldiers at nerf their early game damage make them power spike late game then reduce the cooldown on his passive so he can use it more and make the towers fire faster than normal towers let his sand soldiers apply on hit Effects so that item 3115 will work for him better