Poll on Azir Nerfs

vC48YNoGbJ·7/9/2015, 11:11:17 AM·1 votes·948 views

There is a lot of widespread contempt for the PBE changes to Azir. Note that all the given changes are currently pending and not final.

HOWEVER.

The direction that they're taking him is clearly toward that of a nerf, of weakening him.

Should the knock up be removed, the active engages Azir can currently perform will be dismantled. He will shift from a mage that has the ability to make plays to yet another -sit back and throw damage from as far away as possible- champion ONLY.

Should his W provide the attack speed that Q previously did, it would narrow his skill path, and reduce the reward for doing well during the laning phase.

Why does Riot even feel the need to nerf him in the first place given his win rate in solo queue AND professional games?

For hard feedback backed up by statistics, please vote on whether you think a nerf on Azir is needed in the first place, regardless of what form it may take.

4 Comments

GorillazNtheMyst7/9/2015, 11:47:57 PM2 votes

Dedicated Azir main since release here.

I would be sort of ok with yet another Q nerf if they compensated it with a reduced mana cost. It already doesn't do much damage and the mana cost is high for a repositioning tool. It still sucks though, it feels really weak as it is without the nerf.

If you got rid of his knockup and shield you would really hurt him. That would be as bad as the radius nerfs in 5.3, rendering him pretty obsolete. If they got rid of that there would definitely have to be compensation elsewhere, and not just plus 2 AD like they gave us last time -_-.

Plus he already has a stupid high skill floor and isn't exactly stomping the LCS scene. Like, he makes cool plays every now and then, but for the most part I've only rarely actually seen an Azir carry a game in the pro scene. Mostly the people who do well and carry are Korean or Chinese, and those people are gods at the game already anyway.

TheRakkun7/9/2015, 12:51:55 PM1 votes

Remove Knockup and shield but allow his E to pass through champs and still damage them, perhaps make it faster. Remove Q Damage, slightly increase it's range and add some of the damage onto W SCALING to compensate Allow his W to proc on-hit effects but no-longer proc on-spell effects Keep his CDR>AS passive but remove his turret passive (It's too niche and just overloads his kit) Teeny weeny bit of base AS to raw stats There, Azir is fixed, no longer a LudensQ spammer and now his kit is focused onto correct placement of his soldiers and zoning rather that poke.

KONO RUBICK DA7/9/2015, 12:58:23 PM1 votes

i won't vote because there isn't the option: yes but not this kind of nerf