Potential Azir Rework concept

Øwl·12/7/2016, 5:24:13 PM·2 votes·1,295 views

So the goal of my potential rework concept is that we want to keep the fun, the true fun, of shuffling, without compromise, but we're going to open weaknesses in places that I feel azir players would be more okay with. I started with his LCS patch from season 5, because this was the last time he felt like the champion he was meant to be, setting aside that he was... too much, of a champion.

First some nerfs. Azir ult: a long, FIXED, cooldown. We're talking about the overpowered, pin down, knockup, stays up a life time ultimate he had season 5, he needs to not spam it. Azir will have 40-45% cdr, so however long you make his cooldown, is going to feel super short. I notice this even now as he's been put in the ground, his ult is up nonstop, and it's awesome, but his ult is so underwhelming now behind the rest of his kit, why bother? Instead, give us this stronger ult, and don't let us use it as often. Like, nocturne ultimate level one kind of thing. Because as you'll see, it, and his teamfight/zoning, are important.

Next, as I mentioned, he doesn't need the sacrificial soldiers on towers. I'm taking away his siege potential and looking to keep his disengage and antisiege, like Viktor, but more fun.

Finally, his passive. I haven't worked out potential replacements, but get rid of it. Let me explain. This passive encourages the one man siege monster he used to be, but we're shifting him away from that, we can give him a simpler passive, perhaps around his soldiers procting occasional item/auto attack passive, not sure. But people would complain about his passive leaving, however they wouldn't miss it. You surely saw the communitys complaints about buffing his towers, like, oh yeah THAT'S what we needed. And they're right, but we don't need the turrets. We have teammates to throw the adc into, right? (^:

Okay where are we at, let's look at what these changes do from Current azir.

Strengths -High Dps for wave clear/antisiege -Ultimate can be used for zoning teamfights/objectives/disengage like before -Still considerably mobile -fun mechanically still #SkillcapJunkiesKappa

Counterplay -no longer one man's siege monster, so map pressure -still squishy, a caught out pigeon is a dead pigeon. -hard to learn fully, but that's more a pro than a con for people who enjoy that, and shouldn't be a balance consideration since pros have access -has to play teamfights around his ult cooldown, forcing him to decide when he should use it for 1v1s/outplays, or to disengage for himself or team, or save it for objective fights to use offensively, rather than its current state where it's basically bad zoning and extra damage in a combo. I like the ult damage, maybe we don't need it though? If we have our scaling back to participate elsewhere? -just by design he will likely still be very wealthy midgame, despite his early and late game zoning.

Other considerations: -no longer keeping champions trapped in soldiers for a lifetime with rylais. Let's be real, that nerf hit home, let's go for more Dps. Still need to experiment there, but I expect it'll either be an early item to get replaced late game or it won't get picked up on azir anymore. I think that is a massive take from his zoning power, and worth noting as we look at the other changes. -he's going to hurt a LOT 1v1 full build, just like before. But that's okay, because he's very squishy, and can only deal that damage within his soldiers, which won't be using a full on rylais slow now. -the shield and damage on his e, while admittedly I use that she shield a lot almost in place of barrier, it probably isn't overpowered or underpowered, I'd really recommend leaving it be, so he doesn't just get beat in lane duels everytime, un less you want him to be teamfight oriented and prefer he did. Okay. But he doesn't get a support like an adc, mind that. He is effectively a marksman style champ played mid after all, itso worth letting him have good or bad matchups. Maybe that shield could be anice anti-CC shield like morganas, that only stops magic damage, so traditionally good counterparts like zed can really have a blast. :^)

Let's discuss this! I'm really afraid of losing his shuffle, or seeing it get shortened, or him being this like bruiser, he's a squishy pigeon that pecks too hard, I like that!

20 Comments

Mr Carbon12/7/2016, 5:31:17 PM3 votes

Where is the TL:DR section?

Øwl12/7/2016, 6:15:08 PM1 votes

on note of it being too long, try to understand this is basically start to finish the thought process for this rework idea with every aspect i could think to consider. So yes its long, its in depth, thats the goal.

HazyCloud712/7/2016, 11:37:40 PM1 votes

Better rework idea:

  • Reduce Q base damage + scaling, and decrease the CD by 1 second at each rank so it is primarily a tool to maneuver his soldiers rather than a tool for burst/poke on top off it.
  • Revert W base damage nerfs and increase the scaling to compensate for the damage lost on Q. This reinforces his DPS style.
  • Make it so that Q cannot be cast while using E to dash to a soldier. I know fellow Azir players are not going to like this but it's a necessary change, riot isn't ever going to make him viable if he has amazing scaling, range on top of great disengage/engage and a really long range dash. The shurima shuffle would still be possible, but it would require Azir to use Q first to send his soldiers to his opponent and then E afterwards, making it more telegraphed and adding counterplay, but also ensuring that the shuffle is still possible and get him to commit flash more often to get into the specific position he wants to get to before ulting. This change ensures the shuffle is still possible while retaining his long range hyper carry marksman style, which is more core to his identity than the shuffle.
  • The above change also makes him a lot more vulnerable to ganks because Q -> E is a lot slower than the current EQ and it has less range as well. To compensate give him 335 base movement speed.

I know not everyone will agree, but the alternative to keeping the shuffle as it is on live that riot suggested (possibly turning Azir into a tanky close range battle mage) sounds absolutely awful to me. I don't play Azir to be a tanky close range mage. If I wanted that I'd play Swain.

Mystic Falco1/4/2017, 6:17:59 PM1 votes

Unfortunately as Azir's current kit stands he has too many tools. He is a Swiss Army knife champion and will be left in a weak state until he loses a tool, which will most likely be his E or R. http://boards.na.leagueoflegends.com/en/c/gameplay-balance/5GoFFycP-regarding-the-azir-rework