Azir as a Hypercarry

GorillazNtheMyst··14 votes·4,132 views

So we all know Azir got shrekt pretty hard by the recent nerfs, and we have probably all heard about the buffs that are coming out 5.5. Apparently these are the only buffs he's getting though : http://www.newsoflegends.com/index.php/wip-pbe-2702-34643/

An increase of the range of his W - thank God, cause this was definitely the most debilitating part of the nerf, as everyone agrees. But my question is will this really fix the problem with this champion?

Riot has argued Azir is supposed to play like a late game hyper carry, which just doesn't quite match what the statistics are saying about him. Out of curiosity, I compared him to primarily the other AP hypercarry that's doing well right now, Cassiopeia, keeping in mind that Azir was originally supposed to counter her. I also looked at Vayne and Jinx - two other popular hypercarries of the game - for extra information.

Check out the convenient diagrams for each champ by following these links. http://champion.gg/champion/Azir http://champion.gg/champion/Cassiopeia http://champion.gg/champion/Vayne http://champion.gg/champion/Jinx

If we compare them, we notice a couple of things. A.) Cassio is much more reliable in the late game than Azir. You're much more likely to win a game with Cassio after 35 minutes than you are with Azir, meaning her scaling is much harder. Her passive ensures this for just about every game. The longer a Cassio remains in game, the more dangerous she is. Azir, on the other hand, may make something happen for his team late ensuring a victory, but it isn't likely because... B.) Azir has no kill pressure. In fact, according to these diagrams, Azir is only good for heavy damage and wave clear, whereas Cassio has basically the same wave clear, same damage, and far more kills, meaning she gets more gold, scales even harder, and wins games easier since she can get picks. Azir's kill pressure, according to this, is one of the lowest for any midlaner (compare to Zed, Ahri, Kat, Leblanc, Xerath, etc.), which sort of defies what a midlaner or a hypercarry is supposed to do in the first place. This makes playing him more as a utility mage in the top lane more viable and reasonable than as a midlane carry. C.) Despite what every Azir hater on the Internet would have you believe, Azir has actually less survivability than Cassiopeia or Vayne. These champs actually dies less, probably because they can actually outdamage their opponents at most stages of the game, or are better duelists.

What's interesting is that, if we look at Vayne's matrix, we see that she shares similar traits to Cassio - high damage, high farm, and high kill pressure. Also much higher win rates after the 30 minute mark than Azir. All three of these champions excel in these areas, except for Azir who lacks tremendously in one area - kill pressure. Why is this??

Generally, lack of kill pressure is the biggest complaint among new Azir players (not that there are many these days with the nerf). Clearly there's good reason to complain too, since Azir's lack of kill pressure is seemingly the only factor that is affecting his ability to be on the same tier as other hypercarries of the game. The only other hypercarry that seems "balanced" in any way is Jinx, who has all of her stats around the average but still carries a crap ton of games.

My question is, will the increased range of W - the only change Rito is planning on making to Azir in 5.5 - and it isn't even back to the original range - actually help Azir get back to a playable condition? Or is the problem deeper than just an issue of range? I want to say the solution lies in giving Azir more damage even though it seems on his graph that he isn't lacking in that area. If you compare his damage to all the other matchups by pulling down the comparison data in each of the matchups they have listed he generally does less damage than each of them, or it isn't significantly higher. This is actually really problematic for a champion that relies on big damage to keep harm away from him. Nerfing him like this sort of ensures that you can dive an Azir and not get punished for it, which is not, I believe, how Azir should function. I know that Azir was largely OP before the nerf, but his skill cap was/is also much higher than the average champion. Shouldn't high risk champions yield high reward, like high damage, or high pressure? According to this data, Azir is simply a high risk champion that is entirely dependent upon his team. He has no ability to kill or pressure anything by himself, which sort of flies in the face of the whole hypercarry concept, and also means that the reward part is severely and devastatingly lacking. It doesn't help that you aren't in a great position as Azir to help your team win their lanes by roaming, as roaming is considered one of Azir's weaker capabilities. "Hypercarry," and indeed the word "carry," implies that the champion who falls in that category should be able to "carry" the team through whichever phase of the game they spike in, but with Azir a team seems to always be carrying him. Doesn't help even further that Azir doesn't really have a clear power spike (We know it happens somewhere around 30 minutes, but it clearly isn't all that effective. With Vayne and Cassio you have an above 50% chance to win the game at this stage, with Azir it's around 45%). His ability to carry is directly related to the success of other lanes, which is not the case with Jinx or Vayne. If jinx or Vayne get ahead and stomp lane, usually their team wins - period. That's how hypercarries generally work - either shut them down early or the faceroll you in the late game. The carryability (for lack of a better word) of this sort of champion should not be dependent upon the limitations or abilities of one's teammates, rather, it should be directly connected to the skill of the player using the champion, and right now that is not what's happening with Azir. One could argue that this was a problem with Azir even BEFORE the nerf that ruined his late game damage output and his overall survivability, as the complaint about Azir's lacking kill pressure has been circulating the ongoing conversation about this champ since release.

So this all leads me back to another question I have asked myself for months, as well as on here in other posts: what exactly is Azir's role? Is he supposed to be a carry? Or is he a utility mage best played either top or bot as support? Right now he doesn't really fill any role easily, but will slightly increasing the range of W actually return him to healthy playability?

I think all of this is very much worth considering in light of the recent 5.4 patch in which Rito preaches on and on and on about "healthiness" in game, while simultaneously nerfing hard several midlaners that didn't really need a nerf.

Just things to think about.

23 Comments

Volt Cruelerz2 votes

Azir main here.

Buffing him back to 375 will buff his general capability, but that isn't exactly what you want. Right now he's a lane bully with no real ability to do much of anything aside from be annoying. Before the range nerf, he was dominant throughout all stages of the game but really became a juggernaut lategame. The problem was his early game was never weak. Why they thought nerfing his range would only affect early game, I haven't the foggiest, but whatever.

Buffing his range back to 375 buffs his top-end damage, but it's still not quite as high as it once was. Azir mains are still going to be far better than your average Azir player though. What this does do, however, is it allows Azir mains to not roflstomp everything in front of them. There will be some challenge for us. The next step then will be to nerf his early game (which as I keep saying is completely unaffected by the range nerf) and buff his endgame. This is probably best served by a Q cooldown increase at low levels so he can't poke as frequently while increasing the AP ratio on his soldiers slightly.

Now, these changes won't actually make him approachable though. They'll just make him healthier for the game overall (and they're not the changes I'd prefer honestly). That's its own can of worms that I'm not really sure what to do about.

TonyTonyMordecai1 votes

How would one even build an Azir?

I want to do good with Azir (or at least not just hand over the lane by the time the minions get there) and actually be able to end even or positive by at least one kill.

GorillazNtheMyst1 votes

Volt, thanks for sharing that. I'll have to play around with it, seems really interesting!

Tony, I think that's the current problem for Azir mains - how do you build this guy? Personally, I feel like I've tried every AP Mid build in the book, and nothing really works. The most overall success I've had is with this guy's build: http://www.solomid.net/guide/view/131811-azir-build-guide-apc-by-wg-fanderman

It ramps up incredibly slowly, but it's the safest build and most reliable for lategame. It's really the only build that allows you to get into messy team fights and actually make something happen, but in games where you don't hit that 30 minute mark for whatever reason, or where you're just too far behind to really build anything relevant, this build is highly ineffective.

I think if you're just starting to use him though, just try running flat armor/MR runes with AP quints and mpen reds, and bring either Barrier, Exhaust, or Heal for added survivability. AP per level blues are great but they leave you really squishy and the damage difference honestly isn't as noticeable on Azir anymore with the nerf as it is on some other notable midlaners (like, I run AP per level blues on Malzahar and have no problems with survivability and the damage increase is really potent, but I try the same thing with Azir and it just doesn't really make a difference).

Volt Cruelerz1 votes

If you're ahead but looking at a long game, that build works wonders and especially will after he gets some of his range back since any build with Nashor's relies on the enemy staying within range of your soldiers for at least three stabs.

The meta build listed in my calculator is ordinarily better though.

The third reasonable build I use uses double Morellos. It's great if the game will be short or if you're behind because you can pull out 160 AP and 40% CDR very quickly and cheaply.

TonyTonyMordecai1 votes

Thanks! Bookmarked, now I have a reference :D

TonyTonyMordecai1 votes

Thanks! Bookmarked, now I have a reference :D

A Miss Fortune1 votes

I agree, I was an Azir main before the nerfs.

The range buff will make him able to lane bully and maybe clear waves more, probably teamfight a bit better. Though he just simply has no damage output.

Azir was designed to be a late game hypercarry. Though I've seen AP Jannas beat Azir in lane and elsewhere. The only thing Azir is carrying is his item 3070

KomePrePongo2 votes

Guys, guys, please, listen here: http://i.imgur.com/NOIspFI.png This is the problem. The Q mechanics is the problem. Not the damage, not the range, with new Q soldiers are running so stupid ways it is easier to avoid damage than to evade Veigar's new E

GorillazNtheMyst1 votes

I agree you have a point. Honestly I still think the range would be a problem either way (since the range nerf greatly alters the playstyle for Azir - a playstyle that the rest of his kit doesn't really support i.e. closer ranged combat that makes you more susceptible to CC and getting blown up), but I also think that your Q should send your soldiers to their destination a lot faster and more directly. Frankly they move kinda slowly and are incredibly clunky to aim. You can send your Q right at someone and it won't actually hit them, even though it looks like they should have gotten hit. Very frustrating, especially since once you miss all they do is walk away and you've wasted mana and done nothing relevant.

Abyssphere1 votes

Really great post that's very in-depth.

I'm not the biggest expert on Azir, in truth, but I've always been confused by his "hypercarry" label. I don't really see any reason why he should be one, nor anything in his kit to support him being one. His lore supports him being a zone control mage, as do parts of his kit like his turret passive. His DPS late is fantastic, truly (or at least was before the nerfs came) but "hypercarry" still doesn't feel like a natural fit to me...

I feel like he needs to be looked at from an identity point of view, because while I think "zone control" is an identity that fits him, it's very easy for that identity to end up merging with "oppressive lane bully" (and this is the primary issue people have had when playing against him, and likely the issue that leads to the massive ban rate). So they can try to make him a zoning mage but have to try and do that without making him horrible to lane against. Not sure how easy a task that is.

TonyTonyMordecai1 votes

I agree, I feel like the "bruiser/bully" role fits Azir, since he sends his soldiers out to do the damage for him anyway. I like Azir, I got him when he came out, played him a bunch of times, did well, did terrible sometimes, played him after a while... But I always felt like there was something stopping me from actually feeling confident with Azir; it wasn't like Heimerdinger where I could create "no-go" zones with my turrets, nor was it like Orianna where I could throw the ball around and try to annoy the heck out of my opponent with how far out it could go... It was like I was a lane bully with doing a Q+W-AA and/or E+R combo to try and get some quick damage out, or to get a full kill out on them as a solo mage... or trio mage, since my soldiers have my AS as well. I would assume that making Azir not terrible to lane against would be very difficult, since most mages/marksman who are hypercarries have targeted abilities, are squishy, or have no escapes (at least none including huge dashes).

Skia Asteri1 votes

{quoted}

Really great post that's very in-depth.

I'm not the biggest expert on Azir, in truth, but I've always been confused by his "hypercarry" label. I don't really see any reason why he should be one, nor anything in his kit to support him being one. His lore supports him being a zone control mage, as do parts of his kit like his turret passive. His DPS late is fantastic, truly (or at least was before the nerfs came) but "hypercarry" still doesn't feel like a natural fit to me...

Because Riot wants to make a mage that is late game oriented. The problem is they have not figured out how to make one that is not also an oppressive lane bully or extremely weak in lane such that they are unviable.

Cassiopeia Ryze Vladimir Azir Karthus

Fauxfire1 votes

I agree. In my opinion, Azir needs sustain that will scale and ONLY and I mean ONLY be effective into LATE GAME. He's a hyper-carry with no sustain, including that into his kit might well balance it to compensate for his nerfs. Just increasing his range isn't sufficient.

Varnoc1 votes

An Idea to consider concerning Azir:

Q -

  • Try a version where it becomes a click and drag style spell (Viktor Death Ray or Rumble The Equalizer style), but the origin is locked onto the location of a current Sand Soldier.
  • Sand Soldiers can't be moved more than once every few seconds (7-5), reduced by W or Q rank, whichever is more appropriate.
  • Q becomes a much lower cooldown spell than currently on live.
  • Slow becomes dependant on W rank with this change.
  • Azir must be fairly close to his Soldier to use this spell. Within 600 Distance or so, just outside his attack range. Able to order the Soldier up to X distance away from their current position (700-900ish).
  • After being repositioned, the Soldier applies on-hit effects to the first unit in their line of attack.
  • With this change, the regularity of having two Sand Soldiers in an area hitting the same target becomes far more rare, and enemies take more damage when being hit by multiple Soldiers. The damage reduction dependant on W rank perhaps to allow Azir to scale into the late game.
  • After every X casts of this spell, the next casting of this spell acts as it currently does on live.

I am not suggesting all of these at once, but they are things to consider.

MrBuffington1 votes

I think it's a bad idea to try to think of Azir under a singular label like "hypercarry mage" or "control mage"; I think his kit is so dynamic and complex that it really defies a simple categorization, and can be played in many ways, even throughout a single game (ie. he can transition to different types of roles throughout a game depending on how the game is going, etc). The same is generally true for many champions, but I think especially so for Azir.

I also think it's dangerous to think of "hypercarry" in singular terms. There's also a pretty stark difference in saying a champion is a "hypercarry" and saying that a player "carried" a game; Thoorin actually made a pretty good video on youtube just talking about how we in the LoL community have a lot of words we use, like "carry" or "support", that have importantly different meanings depending on the context, but we sometimes use interchangeably, and how that leads to a lot of confusion and miscommunication. Different champions or roles or players will/can "carry" a game in different ways, it doesn't mean the champion they're playing is a "carry".

Not to criticize you or anything but I think the questions you are asking are too narrow in scope; most of the time I find that this game defies my attempts to categorize or simplify things.

GorillazNtheMyst1 votes

But that's what Riot has labelled him as - it's not me that's calling him a late game hyper carry, it's Riot in their patch notes (which frankly went up my ass a mile: "he still doesn't work all that well but we're nerfing the crap out of him anyway; don't worry, his late game will be AMAZING though cuz we're giving him 3 points of AD." Ummm riiight, Rito... sure...). The whole point of this post is an attempt to figure out how Azir could actually be made to fit that role that they apparently want him to fill. I'm saying that as of right now he clearly doesn't fill that role all that well, and we need to be flexible in our building/understanding of this champion - much as you're saying :) So I think we agree more than you think.

MrBuffington1 votes

But that's what Riot has labelled him as - it's not me that's calling him a late game hyper carry, it's Riot in their patch notes

lol no offense to Riot but a lot of stuff that happens in this game is just what the players figure out whether or not Riot intended it or not; in fact I think (and I know for a fact that at least a few if not most people at Riot agree) that trying to have some sort of dictatorial grip on how the game is played is naive and ultimately futile, and that the game is actually made more interesting coming up with these off-meta/non-intended sort of things. The game is built on this somewhat adversarial relationship between Riot and the player base, where Riot make the game, and the player base tries to "break" it to get an advantage; that's why you always see these 'toxic' picks/builds come up in pro play only to get nerfed down the next patch (I'm speaking in the broad sense; everyone has their 'toxic' champion that they'll complain about Riot not nerfing because of the alleged "#LC$BIGPLAY$")

The whole point of this post is an attempt to figure out how Azir could actually be made to fit that role that they apparently want him to fill.

So I'm going to use your definition of "hypercarry" to mean "high sustained damage dealer a la Vayne/Cassiopeia". The way I would theoretically see this happening is if they took the damage out of his Q and loaded it into his W, meanwhile cutting the cooldown and mana cost on his Q drastically, and maybe also increasing the uptime or DPS in some other way on his soldiers. Doing so will allow him to reposition his soldiers rapidly in a fight and allow him to apply his damage. The issue I see with this is that Azir already offers such massive amounts of zone control while also having huge, sustained, AoE damage, at massive amounts of range (this is already true for Azir on live).

This was basically how Azir looked when he first was created. IIRC, they've buffed the damage on his Q and nerfed the damage on his W, also reducing his W DPS by cutting his AS gain from his passive and also reducing the range. Effectively, they've sort of been moving away from that idea of Azir as that "AP Marksman hypercarry", my thinking is because of how broken it would be (and was) on Azir (I think them still calling him a "hypercarry" is either some different usage of the word or just some holdover from how he was initially created). If they want to actually pursue this direction while still making him healthy I think they have to cut a lot of damage and range from his Q, since he's really bursty and has so much zone control with that, while giving him more ability to get sustained damage down with his soldiers (more attack range, more attack speed, better ability to reposition and utilize his soldiers, some sort of damage amp like how ADCs have crit or true damage in Vayne's case and how Cassiopeia has poison amp and resets, or maybe just reduce the damage fall off when being attacked by more than one soldier).

I think importantly that a 'balanced' Azir will always have among the lower win rates in the game (probably not as low as it is now, but very low still) just because of how difficult he is to play (mechanically as well as strategically) and how much teamwork you need (another note; requiring teamwork does not mean a champion is not a hypercarry: look at Kog'Maw)

nachocheeseeeee1 votes

Interesting analysis. Here's my take on Azir. When he was first released, he had the lowest win rate of any champs, so everyone deemed him worthless, and shitty. Well, technically it was because he was a high skill cap champ that the majority of average LoL players couldn't even figure out, and do a decent job with. Not to mention, he was released around early September of S4, when assassins such as Zed dominated midlane. Aside from that, Azir's kit was very buggy (in fact, Riot temporarily banned him after his release). Now because of this, Azir was buffed by Riot in the following patches, while his bugs were fixed too over a prolonged series of patches. Players soon realized his damage potential, and how he just pretty much shreds anyone who stands around his soldiers for too long. Well, Riot purposely designed Azir to be an AP hypercarry. His secondary role is a marksman, which is the primary role of all adcs. Azir has since become a very popular pick, that he became an automatic ban in ranked games. His late game damage in team fight was so devastating that everyone player who didn't play Azir seemed to be complaining. As a consequence Riot decided to nerf his range and damage. Why? Well, it is obvious. Whenever a champion who can wreck teams is discovered and receives mass attention from players, that champion is deemed broken. Riot does not like the idea of OP champions staying in the meta untouched for too long. Why, because other champions need equal chances of being OP and played. Take poppy for instance. Her kit is broken as fuck when she has 6 items built, but she is not deemed broken because she is not in doesn't receive mass attention from players, and her early game is just abysmal. Azir for now seems to be now in a worse place than where he started from his release. I heard his win rate dropped so low, as far as like early 30%. Well, i do believe that riot will buff him soon, however, it will not bring back Azir to the same spot as to where he was just couple months ago.

Now about comparing Azir to Cassiopeia. Yes. Both of them are dps mages who have a scary late game. The difference between them is that Azir deals more aoe damage, and his ap scaling is not that great. Azir's main damage comes mostly from the quantity of soldiers attacking, while Cass has prob the second highest scaling in ability power (after veigar of course), but her damage is more single targeted. Both of them are excellent champions who function as ap carries. In fact, the dps mage family are all late game carries, like someone here stated. These champs include Karthus, Ryze, azir, and cassiopeia (potentially Vladimir). Though I do not play Azir, I can guarantee you he is no utility mage. The only utility that he's got is his ult and that knock up when he dashes to you. That is not something you can constantly spam in team fights, as one of them is an utl, and the other one can put u in a suicidal situation. Real utility mages are Anivia, Zyra, Orianna, Morgana, Karma, Lissandra, Lux, Fiddlesticks.

GorillazNtheMyst1 votes

I guess that's sort of my point - Azir shouldn't really play like a utility mage, but with the nerf there really isn't much other way to play him technically. Based on the data, Azir isn't really playing an active role in the overall game the way typical midlaners do, but is really only good for manipulating team fights, more like a top laner or a tanky jg. If Riot ONLY changes the range nerf he definitely will not see a great boost to win rate percentages, nor will his kill pressure increase all that notably (it'll help, certainly, but I don't anticipate it being world-changing).

LordOfTheLeague1 votes

{quoted}

If we compare them, we notice a couple of things. A.) Cassio is much more reliable in the late game than Azir. You're much more likely to win a game with Cassio after 35 minutes than you are with Azir, meaning her scaling is much harder. Her passive ensures this for just about every game. The longer a Cassio remains in game, the more dangerous she is. Azir, on the other hand, may make something happen for his team late ensuring a victory, but it isn't likely because... B.)

**Azir has no kill pressure. In fact, according to these diagrams, Azir is only good for heavy damage and wave clear, whereas Cassio has basically the same wave clear, same damage, and far more kills, meaning she gets more gold, scales even harder, and wins games easier since she can get picks. Azir's kill pressure, according to this, is one of the lowest for any midlaner (compare to Zed, Ahri, Kat, Leblanc, Xerath, etc.), which sort of defies what a midlaner or a hypercarry is supposed to do in the first place. This makes playing him more as a utility mage in the top lane more viable and reasonable than as a midlane carry. **

**C.) Despite what every Azir hater on the Internet would have you believe, Azir has actually less survivability than Cassiopeia or Vayne. These champs actually dies less, probably because they can actually outdamage their opponents at most stages of the game, or are better duelists. **

** What's interesting is that, if we look at Vayne's matrix, we see that she shares similar traits to Cassio - high damage, high farm, and high kill pressure. Also much higher win rates after the 30 minute mark than Azir. All three of these champions excel in these areas, except for Azir who lacks tremendously in one area - kill pressure. Why is this?? **

Generally, lack of kill pressure is the biggest complaint among new Azir players (not that there are many these days with the nerf). Clearly there's good reason to complain too, since Azir's lack of kill pressure is seemingly the only factor that is affecting his ability to be on the same tier as other hypercarries of the game. The only other hypercarry that seems "balanced" in any way is Jinx, who has all of her stats around the average but still carries a crap ton of games.

My question is, will the increased range of W - the only change Rito is planning on making to Azir in 5.5 - and it isn't even back to the original range - actually help Azir get back to a playable condition? Or is the problem deeper than just an issue of range? I want to say the solution lies in giving Azir more damage again, but clearly he isn't suffering in that area according to the data. I know that Azir was largely OP before the nerf, but his skill cap was/is also much higher than the average champion. Shouldn't high risk champions yield high reward, like high damage, or high pressure? According to this data, Azir is simply a high risk champion that is entirely dependent upon his team. He has no ability to kill or pressure anything by himself, which sort of flies in the face of the whole hypercarry concept, and also means that the reward part is severely and devastatingly lacking. It doesn't help that you aren't in a great position as Azir to help your team win their lanes by roaming, as roaming is considered one of Azir's weaker capabilities. "Hypercarry," and indeed the word "carry," implies that the champion who falls in that category should be able to "carry" the team through whichever phase of the game they spike in, but with Azir a team seems to always be carrying him. Doesn't help even further that Azir doesn't really have a clear power spike (We know it happens somewhere around 30 minutes, but it clearly isn't all that effective. With Vayne and Cassio you have an above 50% chance to win the game at this stage, with Azir it's around 45%). His ability to carry is directly related to the success of other lanes, which is not the case with Jinx or Vayne. If jinx or Vayne get ahead and stomp lane, usually their team wins - period. That's how hypercarries generally work - either shut them down early or the faceroll you in the late game. The carryability (for lack of a better word) of this sort of champion should not be dependent upon the limitations or abilities of one's teammates, rather, it should be directly connected to the skill of the player using the champion, and right now that is not what's happening with Azir. One could argue that this was a problem with Azir even BEFORE the nerf that ruined his late game damage output and his overall survivability, as the complaint about Azir's lacking kill pressure has been circulating the ongoing conversation about this champ since release.

So this all leads me back to another question I have asked myself for months, as well as on here in other posts: what exactly is Azir's role? Is he supposed to be a carry? Or is he a utility mage best played either top or bot as support? Right now he doesn't really fill any role easily, but will slightly increasing the range of W actually return him to healthy playability?

I think all of this is very much worth considering in light of the recent 5.4 patch in which Rito preaches on and on and on about "healthiness" in game, while simultaneously nerfing hard several midlaners that didn't really need a nerf.

Just things to think about.

Look at the bolded things you wrote and think 2 seconds what role it describes. Remember how players fixed this problem for all the weak early game, really high dps late game characters. If you can do that you know that he doesn't belong mid lane and he need someone to carry him in the early game.

GorillazNtheMyst1 votes

I feel like I should add that the Cassio/Azir comparison is worthwhile because Rito insists (ad nauseum) that Azir CAN'T be a lane bully AND a hypercarry - THAT'S JUST NOT FAIR... Unless your name is Cassiopeia, who can do both easily. This is the ultimate source of my frustration - the lack of any seeming logic or reason behind any of these recent midlane nerfs. Whatever "logic" Riot offers is immediately contradicted either by something they continue to allow other champs to do, or by something not really accomplished in the nerf (e.g. making the statement that Veigar will be compensated for the DFG removal when in fact all you're doing is destroying him without concern for what the people who actually play him think of the changes).

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