Riot needs to fix how clunky he is before they realize what they've created, though.
[Patch 4.21] Rek'Sai General Discussion - Page 105
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GhandiEAGLE
United States20754 Posts
Riot needs to fix how clunky he is before they realize what they've created, though. | ||
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ShaLLoW[baY]
Canada12499 Posts
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GolemMadness
Canada11044 Posts
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infinitestory
United States4053 Posts
On January 07 2015 17:07 Slusher wrote: by the start of the ladder? super low, by the start of LCS? decent depends on how fast they react to how strong his late game is being displayed on OGN and LPL he looked pretty broken in the hands of anyone who picked him in the preseason. ??!?!? azir's looked mediocre at best in every match i've seen him picked | ||
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Virus Rex
United States11 Posts
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739
Bearded Elder29903 Posts
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TheEmulator
28095 Posts
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Gahlo
United States35166 Posts
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kongoline
6318 Posts
On January 07 2015 17:19 infinitestory wrote: ??!?!? azir's looked mediocre at best in every match i've seen him picked monte said in one of the recent summoning insights azir is the most ridiculous and broken champions in game right now | ||
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739
Bearded Elder29903 Posts
On January 07 2015 17:49 kongoline wrote: monte said in one of the recent summoning insights azir is the most ridiculous and broken champions in game right now I think he kind of overextended with the most ridiculous and broken champion probably (Rek'Sai > Azir IMO) but yes I do agree that he needs 1) nerf, 2) bug fixes. His winrate is actually below 48% so that's not a tragedy but in professional hands you can make him look like a God. | ||
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infinitestory
United States4053 Posts
On January 07 2015 17:51 739 wrote: I think he kind of overextended with the most ridiculous and broken champion probably (Rek'Sai > Azir IMO) but yes I do agree that he needs 1) nerf, 2) bug fixes. His winrate is actually below 48% so that's not a tragedy but in professional hands you can make him look like a God. I honestly think a lot of his hype came before the nerf in patch 4.21, or in tournaments prior to that patch, because the 0.7 -> 0.6 ap ratio on soldier autoattacks was pretty devastating to his damage output late granted, it was through the goddamn roof before that change, so he's certainly still strong | ||
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M2
Bulgaria4134 Posts
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Fildun
Netherlands4123 Posts
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Purge
Canada372 Posts
On January 07 2015 16:56 RaphaelSanzio wrote: What are the chances of Azir nerfs by the start of Season 5? http://www.reddit.com/r/leagueoflegends/comments/2qjto7/azir_magical_journey_montage/cn71q80 Not for a bit apparently. | ||
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killerdog
Denmark6522 Posts
The kalista + thresh post 6 escape is hilariously real though. No matter how overextended we are, kalista ult to throw thresh behind her, then thresh lantern, and you're back under tower :D | ||
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Fildun
Netherlands4123 Posts
On January 07 2015 18:06 M2 wrote: Any assumptions when will the season start actually? Heard it was the 22nd of January? Not sure though. | ||
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MagnusWolf
United States483 Posts
On January 07 2015 18:09 Fildun wrote: Wait, why do some threads have an All button but others don't? Do only threads creates after thus forum was made have one? Im pretty sure that after a thread gets enough posts in it the 'all' option disappears. | ||
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Alaric
France45622 Posts
On January 07 2015 17:52 infinitestory wrote: I honestly think a lot of his hype came before the nerf in patch 4.21, or in tournaments prior to that patch, because the 0.7 -> 0.6 ap ratio on soldier autoattacks was pretty devastating to his damage output late granted, it was through the goddamn roof before that change, so he's certainly still strong Azir with 2 soldiers using Q then right-clicking you is a bit under 2.5 AP ratio. The base damage is a lot lower obviously (from 45 to 170, a bit backloaded) but considering if he hits Q with a bit of CDR he's going to get these 2 attacks guaranteed, it's some overwhelming ratio. Now considering that even after that burst his dps doesn't pale in comparison (because the low base damage is made up for by his aa's downtime being less than about any spell's cooldown), it'd be like removing Jinx's W's animation, or giving Graves decent base AS and range for after his initial burst (also lowering Q cd). TL;DR I'd point Azir's burst as being too high/reliable considering he's supposed to deal sustained damage. On January 07 2015 14:38 obesechicken13 wrote: Isn't Aatrox also backloaded? Volibear has issues with a lack of gap closers making him easy to kite and harass in lane. Aatrox's sustain is backloaded, but he doesn't really have burst damage (apart from his ult which you want to use early) and it's more about wearing people down if they accept to fight you. Volibear on the other hand can pretty much cancel Aatrox's sustain with his ult (which has a very low cooldown) and can keep his E to burst him down once he's low enough. Against some champions you can stay somewhat low if you've got sustain and they just used an important cooldown to initiate the previous trade (say as Singed or a ranged champ if Jax doesn't have E available), but Volibear can just choose not to use E, and threaten to finish you off if you get in his range while trying to sustain. Past a certain health threshold you also die no matter what. It's the same with Darius who wins a lot of all-ins by virtue of not dying before he stacks his passive to ult you. | ||
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killerdog
Denmark6522 Posts
On January 07 2015 18:33 MagnusWolf wrote: Im pretty sure that after a thread gets enough posts in it the 'all' option disappears. No it's always there, but after a certain threshold only people with tl+ can use it. (it's not there for me either though T.T) | ||
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infinitestory
United States4053 Posts
On January 07 2015 18:58 Alaric wrote: Azir with 2 soldiers using Q then right-clicking you is a bit under 2.5 AP ratio. The base damage is a lot lower obviously (from 45 to 170, a bit backloaded) but considering if he hits Q with a bit of CDR he's going to get these 2 attacks guaranteed, it's some overwhelming ratio. Now considering that even after that burst his dps doesn't pale in comparison (because the low base damage is made up for by his aa's downtime being less than about any spell's cooldown), it'd be like removing Jinx's W's animation, or giving Graves decent base AS and range for after his initial burst (also lowering Q cd). TL;DR I'd point Azir's burst as being too high/reliable considering he's supposed to deal sustained damage. Azir with 2 soldiers using Q then right-clicking is a 2.12 AP ratio on about 450 base damage, and that's provided that both soldiers hit both autoattacks as well as Q (the latter usually requires being much closer than max Q range). It's high and reliable for a sustained damage mage, but his sustained damage is very unreliable for a sustained damage mage. If you're not standing still like a deer in headlights, there are 3-4 second windows in which Azir literally has no way to deal damage to you unless he gets in close to add another W. Just walk out of the damn circles. Lots of people I see complain about Azir after literally standing in 2-3 soldiers the entire teamfight, it's like ignoring a Draven or Jinx in the back, same concept entirely. I agree, that his power seems a little strangely distributed. A sustained damage mage should have lower initial burst and greater reliable damage output over time. But the only way to do this with his current kit is to decrease Q cooldown in exchange for damage nerfs, and I imagine people would only complain even more after such a change. | ||
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