Azir's new nerf discussion

free orphans··1 votes·510 views

Hey there!

I'm currently in Silver IV and I'm an Azir main. I've fully read the new 6.11 patch notes and I would like your guys' opinions on the new Azir's nerf. In my personal opinion, I believe that his W's nerf was justified. His split push potential and just pushing power in general during mid to late game was pretty insane, but I don't know how to feel about his ultimate's nerf. Was it justified? Was it REALLY that broken? Do you believe that reducing his ultimate's duration down to three seconds is a little bit too harsh, and why do you think they nerfed Azir when his core item (Nashor's tooth) was nerfed as well. I'd like hear your guys' personal opinions, although I'd like a civil discussion.

#discuss

item 3070 Azir

2 Comments

Erractic Eick2 votes

As I understand, the identity of Azir is one of a hyper carry mage with incredible damage and positioning ability. However, throughout Azir's history, his defense has been a tad too solid for a mage that can do 150k+ damage in thirty minutes on a bad day. That's why they took away his knockup portion of Shifting Sands: it was too all around useful. It gave a shield, CC, and potentially moved Azir into a position where he could destroy your backline or escape a gank.

So, in order to minimize the damage to the most fun aspects of Azir's gameplay, while also reducing his pick/ban rate, they took another jab at his defense this latest patch. When you play Azir, you want to control enemy movement with oppressive amounts of damage and a force push-esque ultimate. People don't really identify Azir as the "put up a wall and hide behind it" bird champ. That's Anivia. So that part of his kit was expendable. What was more important was preserving his ability to change map positions rapidly and deliver incredible damage to players.

The patch podcast did a really good job of explaining it, I think. In order to promote champion diversity while also maintaining the qualities that make Azir AZIR-ish, they had to make some sort of weakness, and they handled it well, with less damage to turrets, slower game power up with Nashor's Tooth (higher combine cost and stinger nerf, but no cost increase altogether), and finally reducing the unkillability of everyone's favorite sand emperor.

Nice job, Riot.

MLDzXnRRR1 votes

They nerfed his R, so you can pick melee champions and actually participate in teamfights. Getting zoned by his R and then shredded is insane.

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