These Azir Nerfs are Terrible

GorillazNtheMyst··10 votes·1,202 views

The ultimate is now basically useless because even if you use it to knock people back you still die. Azir has no safety at all now and no scaling into mid game. I just played a game where I was 10/2 by 20 mins and then we lost because literally everything else on the enemy team scaled harder than me into mid game. I made the mistake of buying Rylai's second item and then proceeded to be unable to kill a damn thing, or do any meaningful damage because I didn't get Deathcap as a second item. Why would you nerf his scaling AGAIN after his overall late game scaling has been nerfed before? After about 50 games with him post-nerf I've found that you literally can't do anything useful in the midgame without rushing Deathcap. I thought the changes to W were supposed to open build paths, but I guess all they did was nerf the crap out of your early and mid game.

If he's a poke mage now why the hell did they not give him back damage on his Q as it gains levels? It still has a bogus cooldown, bogus dmg, and a high mana cost. It's a garbage ability. And your E is a waste of time. Why does the shield (that you can't even use effectively anymore) scale with bonus health when you don't even usually get much health on this champion? If they nerfed the knockup why didn't they change it so that you can dash through people, instead of stopping in front of them and being unable to do anything. Half the time I don't even hit anything when I use the E now because the hit box is crap. He's still supposed to be a sustained dmg champ - that's what his entire kit is for - not poke. So why would you remove his only reliable way to keep his opponent in one place long enough to do enough dmg to them? Why would you remove essentially all of his playmaking and make him basically a crappy Ziggs that can make turrets? There's nothing interesting about this champion now other than how bloody frustrating and difficult it is to play him now. When the only people who can do well on this champion now are Faker and Pepinero something has to be wrong.

Also, the ultimate is bugged again. People are walking into it and just bouncing randomly over it, or just walking through it straight up, or using any dash to get over it. I thought the wall was supposed to block any and all dashes except for a few unstoppable ones? Guess not.

7 Comments

Tract5 votes

Hardly, I main Azir and have since his release, hes perfectly playable and I have had no real trouble.

Syndrarella2 votes

[deleted]

Kusper1 votes

The knock up needed to go, but I believe that Shifting Sands should get the Kassadin Q treatment, remove the hard cc and just interrupt channels. Because with the massive ult cd, channeled abilities like Kat's ult can demolish him with no real threat of being stopped and punished.

GorillazNtheMyst1 votes

Then I guess the fact that I've also played him since release has no weight here, or the fact that my win rate before the nerfs was 70%. I guess I'm just garbage.

Kazaashi2 votes

{quoted}

Then I guess the fact that I've also played him since release has no weight here, or the fact that my win rate before the nerfs was 70%. I guess I'm just garbage.

Or just resisting changing your playstyle. I played a few games with him last night and with the AP item changes, he gets pretty scary if you stack AP on him.

IxtaliKing1 votes

Azir just feels flat out boring now, he's not garbage, just boring. I refuse to believe this was Riot's only/best option on how to deal with Azir. I can't believe I'm still so upset about this lool

morris11 votes

His "passive" is now the least reliable passive after ~35 minutes. Late game it is absolutely worthless, as pretty much any top laner, tank or bruiser, can destroy it in less than 6 seconds if they got their focus plans in order. The turret doesn't even aggro on champs that don't attack Azir, so one minion wave + pretty much every other laner = 3 minutes of pasiveless Azir.

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