Azir Feedback

OrionStarr·9/26/2016, 12:37:37 PM·1 votes·581 views

TL;DR give Azir more survivability traits/abilities, etc. whatever.

I have some feedback about Azir. He is seen to be a new breed of caster that gives sustained damage over a long battle rather than short burst damage over a short battle. However, Azir has survivability issues that always seem to surround the one-trick pony on the W-Q-E combo dash, and quite frankly 6 seconds which is the time soldiers last in comparison to the old 9 second mark is just too short.

> The use of the Q and E ability for the dash combo, what exactly are they for if using them on the battlefield will mean near certain death since you will be sacrificing your only get away tool since Azir is so squishy and is slow (yup, even with boots/shoes)? Not to mention that you will probably one of the main targets for your famous sustained damage and slow+squishy build. It is a known "joke" that a Shurima Shuffle should only be done when you are LCS level player or somewhere near that, but how about if you're not? Doesn't this also then limits the player from playing Azir who already is limited to being dependent to his soldiers and items just to be "useful"? It is not hard to know why his plays are only in the Top Tier competitively.

Just to make a hasty/defensive Azir will mean sacrificing item slots, and that would also mean sacrificing what makes Azir a high-sustain damage caster (but only on long battles, because we sure have lots of those /_-), and Azir is an item-dependent champ. His ult has been super nerfed to only last 3 seconds and the +MS buff for passing allies has been removed with the minimum cooldown of 100 seconds at rank 3... is it just me or is the title Ascended or Emperor of Shurima too much for him? His subject Nasus, Xerath or even Sivir are far more useful.

He is suppose to have a cowering theme who hides behind his soldiers but aren't those the people that almost always dies somewhere at the end? His playstyle is like Heimerdinger with his turrets at best comparison but at least Heimerdinger have a Stun/Slow bomb that is not dependent on another ability to be able to save himself, plus his +Health Reg passive gives him survivability.

Oh and last thing... If you game creator people are reading this... Can you guys pls make Azir move instead if a soldier is wanted to be placed outside the range of W, rather than the current not-move-but-place-on-the-furthest-place-of-the-range-circle-thing? Make it like Jhin's Deadly Flourish where if it's outside his range, he will move until the place is in range and place a Deadly Flourish bomb. It'll save mana from using Q, because we don't get alot of those either for an Emperor or at least make his casting range bigger. His passive last only 60 sec but have a long ass cooldown and can only be used on destroyed turrets, leaving will lower it's defence harshly... It's just bordering near uselessness imo, because it will be useless most time of the game. It will most likely be more useful if you are losing, but then the enemy will just be prompted to choose of the 2 other lanes with a lower defence Sun Disc, etc.

This is just a thought, but on the cinematic trailer for Azir, he used some Life Pool to resurrect/heal Sivir...

2 Comments

Shrek Luigi9/26/2016, 1:58:25 PM1 votes

His E is generally used as an escape tool--you can Q behind you and dash a very long distance with E, allowing you to escape ganks that most artillery-esque mages would get smeared by (hence his survivability issues). With 25%CDR runes+masteries and a Nashor's Tooth/Morellocon rush you can just about reach the CDR cap very early and alternate between W+Q+AA poking and repositioning with E.

But yeah, he gets a lot of flak/has a low WR in all but the highest echelons of competitive play because he is numerically bad but has a very high skill-ceiling. Hit-for-hit he has an extremely hard time making trades with anyone whom he can't kite around, but with lots of outplay he can do a LOT thanks to the sheer amount of utility he has packed away in his kit.

A Rioter posted earlier in the season that the most appropriate course of action was to define whether he leans more toward the artillery-pokemaster or Shurima-Shuffling control mage side, and start heavily reigning in parts of his kit (like his range or his escape tools/playmaking potential) to open up his power budget in areas where it makes more sense. His kit is hugely watered down and definitely needs something like this.

Also uuh, his passive feels like it was tacked on for thematic reasons rather than for sake of a cohesive and fluid playstyle. It's not very good imo and he deserves better.