Proposed fixes for Azir. (NOT a rework, just QoL)

SirLapse··3 votes·766 views

Here's the thing on Azir's ultimate: Azir's soldiers will actually bump into enemy treating it as if they're trying to dash. What this leads to is close range casts of the ultimate knocking enemies backward or otherwise a short distance in front on the cast point (and not the actual wall).

Please allow the ultimate to merely knock enemies back first, and then when it's in the static position of standing soldiers, allow it to prevent dashes and bounce people.

Then there's his basic control. I don't know if it's a bug or not, but when I have AA disabled on my settings, coming near a soldier causes him to attack something. Very annoying to CS. He also has lags in his control due to his soldiers, so spamming buttons will make him start bugging out. Make Azir able to switch targets freely that he or his soldiers can attack if the player clicks. Right now he can only target another thing to attack if his soldiers are already done attacking the first target.

His soldiers need to have more instantaneous attack animations because they can actually miss CS and champions that they would normally be able to hit. I think this is that bug where his soldiers don't deal damage...it's just because they aren't dealing it fast enough.

Lastly would be his hitboxes for his soldiers. Q needs to be a tiny bit wider so it actually damages within the full line of the indicator.

On a side note, his E is extremely situational in its current iteration. Sometimes you want to go past the enemies while knocking them up, sometimes you don't. So please allow Azir to dash fully but be able press E again to stop the dash. It's not "necessary" but it would be nice to have.

That's all I got for now, please support this.

3 Comments

DocRedgrave2 votes

I'm liking the E change. It would allow for great feints.

SirLapse1 votes

He already has to play a high risk in the early game if he's fighting any poke mid-laner like Ziggs, so I thought it would be a good addition to have for jukes. Obviously would work outside of the lane phase too.

Thanks for the feedback.

DCZephyros1 votes

I agree with everything listed in this post.

I recommend trying this in a custom to see what I am talking about. Another bug I found with his E; It sometimes just doesn't want to activate for the pull. I cast W > Q > E (tried just W and E to see if anything changed) for max range and Azir simply continues to walk. This tends to be annoying when trying for escapes, repositioning, and otherwise flashy plays.

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