Two things: Debonair Zac please? and: Azir

Dogmatix·5/14/2015, 3:17:50 AM·0 votes·428 views

First off, Zac. He has no skins, to be blunt, and while a chroma pack might be nice, because of this little comment: "I should get a suit," I think he totally should! I was thinking the typical white suit, black trim and tie, and a crimson red goo for his body. His little blobs from his abilities could have loose ties in them, and his passive could just give the four blobs mini tuxes or whatever. So yeah. "Finally got that suit."

And honestly, I'm thinking Azir could use a little re-prioritizing. Maybe not an immense rework, maybe just a sort of mechanics shift, or something. If anything I'm throwing disjointed, overpowered or just odd ideas around as a basis for improvements to his kit. So yeah, sorry for how long winded this is, and on to the actual ideas.

Say, instead of having to take his soldiers at level one, his Q and E are shifted into a sort of Jayce/Elise situation, with the positional nuances of Orianna's kit. His Q could be a Galio/Ziggs style Q, lobbing a mass of sand at the target area for aoe damage, maybe a slight slow or blind (because sand), and leaving behind a Shuriman Dune. Activating his W (which could have a generally low cooldown but maybe a larger mana cost depending on the number of soldiers created) while Shuriman Dunes are out nearby transforms the Dunes into foot soldiers who move in the direction Azir travels, say, at 75% of Azir's movement speed when they move away from him and 125% while moving towards him. Maybe this could be toggleable, causing them, when toggled off, to fall apart with a little fwoomp while damaging nearby enemies, turning them back into dunes. I'm not sure what his E could be, but I'm half wanting it to be some sort of slowly moving wall of sand that can block, say, 160% of Azir's max health worth of damage (as a means of skill shot blocking and some silly shoo-shoo~ denial), which turns into a vanguard of sorts when his W is used. This unit's attacks could apply a 0.5 second stun by bashing all enemies in front of it with a round attack performed by a shield which crumbles afterwards, while the foot soldiers can retain their straight piercing attack. The dunes can be stepped on and destroyed, or disappear within 15 seconds or so (the soldiers lasting for 10 or maybe 6, depending on the Q and E projectile costs), and maybe the walls can just crumble into dunes when they collide with a wall or take enough damage (Giving the walls an infinite range would be interesting, like a slow moving scout down the river, and an eventual emergency "kiting blockade" or something). While soldiers are up (W is active), Q and E will act out his normal kit with the soldier dashing and whatnot, and paying attention to what soldiers are in play while ordering them around could create an interesting dynamic. Like, the first summoned soldier (A soldier created from the first Dune or Wall, marked with a glowing Shuriman crest above them) will be the first one sent to to dash, and q could be on maybe a 0.1 or 0.2 second cooldown between sending each individual soldier out, as a means of directing damage and even ensuring a more sound escape while covering your area. The vanguard's stun would be increased to 1.0 second if it hits an enemy via Q, though this unit may dash slower than the foot soldiers, calling for more decisive and predictive positioning. Wondering if the damage could be tweaked lower on his soldiers to be more for supporting damage or on-hit proc/proc buildup (Ludens, Nashor's, shiv, etc.). Not going to lie, the thought of his ult being a sandstorm amuses me, for obvious reasons (DJ Azir anyone?). It could be a stationary structure that attempts to draw nearby enemies towards its center to blind them and slow their escape away from the center while taking minor AoE damage, or could it be a Nasus and Renekton type deal, where the AoE sandstorm is centered on Azir, but instead of a health steroid, the AoE is in an area 1.5 times Fiddlesticks's ult, and causes Azir's abilities to spread in multiple directions (I'm thinking 4 for the Q and 2 for the E) for 7 seconds, letting more dunes and walls be available for his W. The concept of having a small army to command sounds incredibly satisfying as a kit, but Azir's current one just seems lacking, if anything he seems more one dimensional than Orianna to me. She always has her ball in play, ready to fire off, but Azir is only capable of anything when his soldiers are up, and even then they can be a little....iffy, as they are now, what with their ability to attack being based on their stationary positioning and proximity. Meanwhile Orianna is only limited by cast range, ball speed, and the distance between her and her ball, but these problems can be worked around with a little effort and general positioning. I dunno, there's just a lot that can be done with Azir, and I could come up with so many broken, silly combinations with this kit I'm thinking up (Like maybe if a foot soldier gets Q-ed into an E wall, it will carry the wall forward, stopping at and stunning champions upon contact). I just feel Azir could bring a lot more support to the field, and not just be a half assed necromancer...not gonna lie, I love the tower passive though PX So yeah... There's my long winded list of ideas. .................. Also Debonair Zac plz.

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