Azir - Daily win rates
Just going to keep track for my own amusement
Feb 15th - 38.55% Feb 16th - 37.55% Feb 17th - 37.85% Feb 18th - 37.91% - 5618 games played
Be back tomorrow!
Just going to keep track for my own amusement
Feb 15th - 38.55% Feb 16th - 37.55% Feb 17th - 37.85% Feb 18th - 37.91% - 5618 games played
Be back tomorrow!
Do remember to take into account the learning curve, though. It takes a long time to learn how to play Azir competently (especially after the nerfs). I think the win rates would be skewed by people who don't really understand him playing him for a few games before giving up. thHe is still viable (alhtough not OP) - but you need to know him really well.
You're talking as if he was just released.
He wasn't. He was released 5 months ago. His core gameplay is still all there, just in a hideously weak form. It doesn't take long to adjust, and even if he's still in that process, the win rates show no signs of improving.
Do you know how the winrates of a summoner that played lots of Azir before the nerfs have been affected?
No, but I do remember when Azir was first released. He had bugs out the ass. Every single skill had some sort of issue with it.
Q sometimes would disable soldiers and not show its cooldown, towers didn't ramp up in damage, soldiers' auto attacks would sometimes randomly not do damage for multiple autos in a row, soldier behavior at 3 soldiers was still unintuitive, his dash would sometimes target random soldiers, and his wall would randomly not push enemies back/allow people to walk through.
Also, every single player on the planet was new at him.
What was his winrate on his first day? 35%.
Before every bugfix (there have been 20+) and every QoL improvement (also many of these), and when every single Azir was still attempting to learn him, his win rate was still a mere ~3% lower than it is currently.
Azir is the undisputed worst champ in the league at the moment, and there is no way to argue against that.
ofc they were less affected by the nerf but you owerestimate the learning curve like it just makes people unable to press buttons and use ther mouse
He feels really bad to play and it often feels like I have to rely on towers to even think of winning trades. Hence the ult them into turret range gimmick. It works a few times until they realize this is the only way I can kill them. Then they just stay away from my soldiers with 325 auto range and I have 0 ways to kill them without jungler help. There's 0 kill pressure if I'm more than 1/3 up the lane without my turret to ult them into and they know this.
Also, if you miss your Q onto an ADC, that ADC will just auto you to death and you have 0 ways to fight back until your Q is back up so you can reposition that soldier correctly. In this time the ADC will have his dash mechanic again (good luck dueling a kalista buddy) and just get out of soldier range again. (usually if this is mid to late game, I die from 2 crits before my Q is back up anyways)
Ult into turrets is the only real way of securing kills and it seems really situational and imo not fun. I don't feel like I'm strong, just relying on enemies to position themselves in a bad spot.
If they want him to be a DPS mage relying on soldier positioning then they need to give him leeway on his base stats and innate tankiness. Give him more HP and armor. He is way too squishy to be sitting there autoing and unlike an ADC he is way less forgiving if you miss a skillshot.
If they want him to be a burst mage then fine leave him squishy, but give him back his burst then.
Syndra welcomes him to the over nerfed club. A place that wouldn't exist if Riot had even the slightest understanding of champion balance.