@Champion Design, A Commentary on the Micromanagement of Azir

Shinjusuke··8 votes·1,171 views

Introduction


I've had the luxury of playing Azir on the PBE a few times, and, I must say, he very well might easily be my new favorite champion, or in my top 3 at least. That said, I feel I must voice some significant concerns with how the champion functions, particularly with regard to the usage of his minions. I am sorry to say this is a very long post, but I beg of you guys, bear with me (at least, Rioters bear with me). I am attempting to be as informative as possible and provide as much backing for my opinion as possible

For those who haven't played him, Azir might be the most micromanagement-intensive champion in League of Legends, if he ships with his current setup. Now, there are differing views among the gaming community as to the importance and benefits/drawbacks of micromanagement. I am here to provide feedback on why Azir's current micromanagement state is a bad one.

For all intents and purposes, I will be treating league as a Strategy/Tactical game, with Reaction-based game-play.


About Micromanagement


For starters, let me explain micromanagement a bit. For those who don't already know, micromanagement is the controlling of minute actions in games, particularly strategy games, that lower-level players often let go unnoticed or uncontrolled. Proponents of micromanagement frequently (and almost exclusively) point to it being a measure of "player skill", and thus is an important part of any PvP game. While that does have truth to it, there is a vast difference between what I'll be referring to as good and bad micromanagement. From this point onward I shall be referring to them as Good MM and Bad MM.

League has a lot of players, and it also has one of the most robust E-sports communities in the gaming industry. Largely this is in part due to, as far as strategy games are concerned, League striking a very, very precise and well-placed balance of micromanagement, as well as how much it affects player success. While some "elitist" gamers who use MM as a fallback way to profess their "skill" scoff at League's "difficulty", it cannot be denied that League of Legends pro players are indeed "pro-level" players. However, they do this without excessive use of MM to define their skill, rather relying on actual strategic/tactical play (I'm sorry supporters, MM is not actually part of these, bear with me) and how they react in encounters with situations. League has varied champions, all with various levels of MM required, but it certainly has a well-placed "ceiling" for how much MM affects gameplay. One of Riot's core design philosophies is that players should not fight the game, they should fight the enemy team.

At it's core, MM is simply a players ability to move their mouse and press their keys (usually almost rhythmically) to maximize some benefit. It is considered a measure of player skill because the player is able to move faster than another player (see: API). In truth, this is not an indicator of superior strategic or tactical prowess, and at best is an indicator of superior reaction times or repetition abilities. However, in most cases, the skill displayed through MM skill is just as easily displayed without MM. For example, take Yasuo's wind wall. The ability to react to an incoming projectile in an efficient manner is indeed a display of a player's skill with Yasuo. However, what if the player had to hit W 2 times, and E 3 times, then W twice again to use Wind Wall? Either way, the player's reaction time would be the same, and they would achieve the same desired maximum benefit. It would also equally display a player's strategic (what things are worth being blocked by wind wall), tactical (where and when to place the wind wall), and reactionary (how quickly does the player notice the incoming blocked effect and react to it) skill. The only difference between the two situations is a restriction through tedious repetition that makes how quickly the user can spam buttons more important than the actual strategic, reactionary, and tactical thought in the scenario. It would not matter if the Yasuo reacted at an ideal speed and intended to use the windwall in an ideal strategic and tactical fashion, if he did not remember that instead of pressing 1 key to use the skill he instead needed to press 7, and in a specific order (or if he messed one up in the order). The focus is taken away from the intelligent decision and player mastery of the situation and is instead placed on simple arbitrary, tedious memorization (this reasoning is similar to the reasoning used by Riot to decide the pointlessness of memorizing jungle timers).


Good vs Bad Micromanagement in Games


Now, I am aware I have thus far been painting MM in a bad light. I would like to clarify, that MM does in fact have very, very interesting and gameplay-beneficial cases when used properly. In many cases, speed is a distinguishing factor. The faster the pace of the game, the less MM it should have. There is a cutoff point.

Good MM provides an avenue of expression for player skill, creates meaningful interaction between the player and the game (or other players), and illustrates player mastery of the actual gameplay as well as player ingenuity. Some examples of Good MM would be: -A player controlling a Shaco Ult Clone while also being on the field in such a way as to convince and deceive other players as to which is the real Shaco -Most all of the temporary "mini-games" and temporary buffs in League, for example managing Yasuo's Q stacks, Malzahar's minions, Syndra's orbs, etc. -Kiting/orbwalking (to a degree, there is a limit to where it becomes more a display of API than skill. I consider League's take on it to be skill.) -Efficient allocation of workers in SCII on a per-base basis -Controlling specific squadrons of troops to attack or defend certain things (in most cases) in most RTS games. -Managing hotbar cooldowns of skills in many MMOs, and using the correct skill for a given situation

**Bad MM **is MM that is primarily tedious, values player ability to memorize and repeat over ingenuity and game mastery, has an impact on success disproportionate to the effort required (closely linked with game pacing), when it disrupts player fantasy/player immersion, and MM that is there to give an artificial illusion of player skill/mastery and reaction time. Some examples of Bad (or very bad) MM would be: -Controlling the pathing of every early worker in SCII to achieve the absolute maximum resources per minute. (yes, people do this.) -Managing multiple hotbars of skills that you have a "rotation" for that's almost universally the same in MMOs -The Zerg in SCII (arguably the largest factor in Zerg player skill is their ability to MM each unit's abilities, but that's a discussion for another forum) -Memorizing jungle timers in league (I would argue teammate ult CDs qualify, but that's mostly my opinion)


What's this got to do with Azir?


At this point, I should clarify WHY Azir's soldiers are bad MM: The additional clicking around to properly manage their autoattacks outside his range is unnecessarily clumsy and tedious.

For those unfamiliar, in order to attack something outside of Azir's range, you must do several things.

Azirs Soldier Attack Process (ASAP for short)


-First, the soldiers must be outside his autoattack range (obviously) -Second, you must right click the enemy you desire, that is currently inside the circular attack range of the soldiers. -Third, if you wish to continue using soldiers to harass outside of your own auto, you must retarget enemies who leave the circle and come back into it. -Fourth, If they leave the soldier circles, and you don't click elsewhere, Azir will move toward the enemy to attempt to autoattack them himself.


If the target leaves the range of his soldiers, you must reposition them to continue having them attack that enemy. Upon doing so, you must repeat ASAP again, while moving yourself out of their range. Also, if the target leaves the range of the soldiers, you must repeat ASAP in order to have Azir acquire a new target for his soldiers. Now, that alone is more work than kiting/"orbwalking", which I think can be considered one of the better indicators of ADC player mastery/MM skill. Add simply using Azir's ASAP with.. -Proper usage of Q, as a reposition for soldiers, a slow, a damage/harass, and positioning for his E (a dash/knockup) -Proper usage of his W (when and where is the best time to blow one of his soldier stacks) -Proper usage of E, as in the best time to use it for an engage, cc and shield, or as an escape. -Proper usage of his ultimate, as a wall, a chase skill, a disengage, or burst

And that's a lot of tactical and strategic thought to consider. Which is a good thing! S/T thought is a good aspect of the game, high-skill champions are a good aspect to the game, and Azir's kit is fantastic for both of these.

However, a significant, nay even ridiculously large, amount of Azir's effectiveness will end up coming from players being able to perform his ASAP the fastest. This is not a good thing, and is an example of bad MM. The amount of unnecessary action the player must wade through in order to achieve optimal effectiveness using arguably the most basic part of his kit is a detriment to both the character as a whole, player enjoyment with the character, and displaying a player's skill with the character.

What if, in a pro game, someone were to play Azir, and ended up dying/losing because they simply couldn't perform his ASAP quickly enough to compete with what the enemy player can do normally? What if the player were to lose the strategy-based game not because of inferior reactions, strategy, or tactics, but because while playing a champion with an unnecessarily high MM requirement through his ASAP, the player could not perform MM speed on a level well beyond what's required for the enemy player, thus making the Azir player sub-par in combat? What if the Azir player displays superior strategic, tactical, and reactionary gameplay, but because of the time-consuming and clunky nature of the ASAP, that superior real player skill was negated? That seems like a flaw in the character's design.

All this said, I have several proposed solutions to present. Any single or combination of these would, I think, vastly lessen the "API" skill requirement without removing the "strategic" skill requirements.

  1. Make Azir's soldiers automatically aggro against enemies they have dashed through with Q, prioritized the last enemy they made contact with during the dash.
  2. Allow Azir's soldiers to return to attacking a previously targeted enemy that steps into their range again (within a time limit), unless a new enemy inside their range has been selected by the player.
  3. Make enemies hit by Azir's ultimate valid targets of autoattacks from Azir's soldiers as long as the wall remains active.
  4. Perhaps make Alt+Right click (a combo I wish we could remap) have Azir target enemies without moving? Meaning if they leave his soldier range, if you alt+right clicked them, he won't try to follow them.

Thank you Rioters for any consideration, and thank you everyone who was willing to wade through this wall of text. It's well appreciated.

10 Comments

Omnipherious5 votes

I can agree with your points about the good and bad MM, but I cannot agree that ASAP is clumsy/tedious. I believe the current process is warranted (more below). I believe Azir in his current form, is very close to achieving Riot's champion design goal of being relatively easy to pickup, hard to master; we may disagree on this due to our own predetermined notions of how things should be.

Preface I think ASAP is currently good because the reward and punishment you gain are directly proportional to your input; this is superb.

ASAP - Clunky or Necessary The only part of it that I will agree is clunky is the responsiveness and occasional command fizzles; however this isn't unexpected given the nature of Azir's relatively new mechanics.

Your comparison of ASAP to ADC mastery is very agreeable and you outline his effective use cases well.

Here's where we disagree:

... Azir's effectiveness will end up coming from players being able to perform his ASAP the fastest. This is not a good thing, and is an example of bad MM. The amount of unnecessary action the player must wade through in order to achieve optimal effectiveness using arguably the most basic part of his kit is a detriment to both the character as a whole, player enjoyment with the character, and displaying a player's skill with the character.

I do not believe this is true. Azir's gameplay is shared with no other champion, this is good. The amount and type of input required even to pick up Azir may be detrimental to initial enjoyment, but will arguably become one of the most rewarding parts of playing him. I do not believe that this can be fairly classified as unnecessary action; ball control with Orianna is very comparable in this case in that it is extremely tedious for new players and those with less mechanical skill but a perfectly valid requirement to gate her expression of power.

(1) What if, in a pro game, someone were to play Azir, and ended up dying/losing because they simply couldn't perform his ASAP quickly enough to compete ...? (2) What if the player were to lose the strategy-based game not because of inferior reactions, strategy, or tactics, but ... an unnecessarily high MM requirement through his ASAP, ... making the Azir player sub-par in combat? (3) What if the Azir player displays superior strategic, tactical, and reactionary gameplay, but ... time-consuming and clunky nature of the ASAP, that superior real player skill was negated? That seems like a flaw in the character's design.

(1) Excellent, this should be the case, Riven is a similar example of where this is good. Speed of execution is important; can't agree that is detrimental, especially in pro play. (2) Good; once again, Riven example. In some matchups, the animation cancelling can't be done faster than the counter options thus no amount of skill expression would've beaten the enemy's comparably limited input. Ideally, this shouldn't occur but such a thing is inevitable considering the variety in animation speeds, projectile speeds, etc. There will be times where you are not fast enough or limited by the very processes the champions require, this is not unfair because it is true for many other high skill champions. (3) Similar to previous, ideally wouldn't happen but it does, previous point stands. It can't simply be classified as a flaw of design. I absolutely maximize my effectiveness when playing Garen. I know exactly when to cancel the auto because I recognize the exact frame in which damage is dealt and I end up saving AA time overall. I've memorized MR+HP breakpoints to ensure my Garen ults always kill as soon as possible. To me, these are perfectly reasonably classifications of superior skill. Even through all these actions which I consider to be skillful, there are times when I am punished because his ultimate animation was too slow, his Q visually hits but deals damage 2 frames later than the enemy spell. Can this truly be considered a flaw in design?

Out of space, one more short section to follow.

Omnipherious5 votes

Continuation

All this said, I have several proposed solutions to present. Any single or combination of these would, I think, vastly lessen the "API" skill requirement without removing the "strategic" skill requirements.

  1. Make Azir's soldiers automatically aggro against enemies they have dashed through with Q, prioritized the last enemy they made contact with during the dash.
  2. Allow Azir's soldiers to return to attacking a previously targeted enemy that steps into their range again (within a time limit), unless a new enemy inside their range has been selected by the player.

I do not think these two are reasonable. Auto-aggro and time-based target re-acquisition take away from skillful input IMO and gives players free power. This could be seen as a reasonable reward for an Azir player but it is a perfect example of unnecessary power. You should not be rewarded with additional, inputless damage on your opponent simply for landing an ability. Similarly, an enemy should not be punished just because they re-entered range too soon since you last attacked them.

If I'm playing against Azir and he wants to attack me, I'm going to stack pots and position myself as a target so he has to choose between hitting me and getting CS. He uses Q and I get hit, I purposefully stay near the soldier because I want him to E forwards for the all in; you think it's reasonable that I take damage from the auto-aggro soldier while he's free to CS away? Am I to be automatically punished without any input from my opponent even when I'm making a strategic decision? We wouldn't accept it if Orianna's ball automatically W'd for free when an enemy champion entered range would we? It is ridiculous because Orianna is supposed to be input reliant. Why should mechanics be put in the game automatically punish an enemy for you?

  1. Make enemies hit by Azir's ultimate valid targets of autoattacks from Azir's soldiers as long as the wall remains active.
  1. Perhaps make Alt+Right click (a combo I wish we could remap) have Azir target enemies without moving? Meaning if they leave his soldier range, if you alt+right clicked them, he won't try to follow them.

These are better propositions. The example in 3) provides a fluid combo for Azir although I will say that I do not believe the soldiers should be allowed multiple attacks; enemies pushed by the wall are attacked by soldiers once, no more. Example 4) seems like a perfectly reasonable QoL change.

Khodexus1 votes

Don't Zyra's plants and Heimerdinger's turrets auto-acquire targets? Isn't that basically what is being asked for? I don't see that as a bad overall suggestion, but then I haven't played Azir, so maybe I'm misunderstanding something.

Omnipherious1 votes

Yes they do but the issue is that they aren't comparable to those.

Azir's soldiers are more like Orianna's ball instead of Heim and Zyra summons. The soldiers provide good zone control because you can't get rid of them, this is similar to when Orianna moves a ball close to you. The main difference is, Orianna's zone control is more counterable. You can juke a Q and bait a W to still go in for CS safely after. Alternatively, you could aggro her to make her return the ball to herself, forcing her to use mana.

Azir's soldiers zone you for way less of a mana cost while having auto-attack range similar to Orianna W. He doesn't need to use extra mana to make use of the soldiers if they are in good positions, he just needs to right click you.

If Azir has one or more soldiers out, he can zone you with his basic attack at ~1200 range. That's more than Zyra, Heim or Orianna. Also, if you're in range to get hit by one of the soldiers in the first place, he can reposition them easily when you move. 1 Q will deal damage + slow + guarantee 1 more basic attack hit at least. That's plenty of power as is. It doesn't need to be made easier.

Khodexus1 votes

Except they very much ARE comparable to those, as evidenced by the fact that Riot has explicitly compared them to those. Heimerdinger and Zyra were the top examples of other champions that had similar mechanics, but weren't quite the 'dedicated minion-mancer' that Azir is. Thus, you can't say they aren't comparable.

And what do you mean you can't get rid of them? Are you saying that Azir has minions that cannot be targeted and damaged? If so, then how the heck can they claim that he's a minion-mancer? That's not summoning minions, that's summoning persistent attack effects... no matter how you dress it up.

Omnipherious1 votes

They are indeed untargetable, which is why I say they are more comparable to the Orianna ball instead of Heim and Zyra summons. You can deal with summons that are actually minions. Your counterplay to these "minions" are literally: (1) don't be in their range, (2) wait for them to time out or (3) take the hit and sustain.

I understand that they refer to him as a minion mancer, which he clearly is. However, I personally do not consider Orianna's ball a minion because I cannot target it. I can target and kill minions, just like I can target and kill Heim and Zyra's stuff. I cannot target or kill Azir's soldiers; I am forced to play around them without directly interacting with them. That doesn't count as a minion in my book.

Khodexus1 votes

Well, that sounds like a huge flaw in Azir's design in my book. I've just lost considerable interest in the champion.

redniwediS2 votes

While I enjoyed reading the post, I have a suggestion. Cutting your text up into sections instead of just adding spaces between lines every once in a while would make this far easier to read. Personally I would split it up into the introduction, discussion on MM, how it applies to Azir, and then the conclusion. Either way I hope a good number of people read this, it is very well thought out.

Shinjusuke2 votes

good idea, I'll do just that lol THanks for the read :D

xWildflower1 votes

Just FYI, you can remap alt+right click in the hotkeys tab of the settings.

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