What Comes Next For Azir?
So it seems like this patch will be nerfing Azir across the board with absolutely no compensation. I stopped playing Azir a while back because of how much they have hit him and I really don't understand why they continue to kick him into the sand (pun intended, no shame). However, I am not complaining. I actually have a lot of trust in Riot in the sense that I do believe that they are doing this for a reason. My thought is that they are planning on doing something with an item, mastery, buff, or some other secondary component that will buff him indirectly, OR (and this is my hope) they are planning on a mini rework, if they even go as far as to call it a rework.
Now, if this is the case, I have an idea for a change that I feel would help him. I have actually made this recommendation before but I've had some reluctant feedback on it. The change will be to his W, Arise, more specifically with the mana cost.
Currently Arise costs 40 mana to place a sand soldier at all levels.
My idea would change the cost to 40 mana per soldier currently active.
What does this do?
-
0 Sand Soldiers on the field, 0 x 40 = 0 mana
- The first solider placed costs zero mana, which means it would be easy for Azir to ALWAYS have a single soldier active. Lets face it, Azir's power comes from his soldiers. If he is unable to summon soldiers he is worthless. He can not use his Q or his E without one. He can only place a tower on a fallen tower, and he can only use his ultimate after a very long cooldown. Without these abilities all he can do is run and auto attack, which are most often, pathetic. Sand Soldiers are stationary without Q and have a limited range at their current position. Currently, the placement of a Sand Soldier also telegraphs the intention of using one of his other abilities. If it is more common to maintain at least one soldier on the field, this better masks this intention.
-
1 Sand Soldier on the field, 1 x 40 = 40 mana
- Placing, and maintaining two soldiers raises the cost to match the current cost. Two or more soldiers are often very important for Azir to effectively deal damage.
-
2 Sand Soldiers on the field, 2 x 40 = 80 mana
- Placing and maintaining a third Sand Soldier will now become more taxing on Azir.
-
3 Sand Soldiers on the field, 3 x 40 = 120 mana
-
I actually suspect that this change will make placing and maintaining four Sand Soldiers very difficult, as it is already difficult to do with the necessity of maximum CDR. The added mana cost will make it very difficult for him to maintain the mana pool, regeneration, CDR, and damage to be effective at this level.
-
By now I hope you get the idea as to how this would go from here as there is theoretically no limit to how many Sand Soldiers Azir can have active at once.
My theory is that this will make it easier for Azir to maintain a minimal presence in early game and early engagements. I think this will also make it easier for Azir to be utilized as a poke mage without needing to go all in and attempt to burst his enemies down.