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On July 05 2015 00:44 Sufficiency wrote:Show nested quote +On July 04 2015 15:06 Frolossus wrote:On July 04 2015 13:51 Sufficiency wrote:On July 04 2015 12:41 Slusher wrote: I still can't believe that Riot has allowed him to kill wards from 1k range for 6+ months I still can't believe Azir was given that kind of ultimate. maybe change it to 2 or 3 soldiers? I prefer removing it entirely. I wouldnt mind seeing his ultimate only give a single knockback and then in retunr let him use the ult generated soldiers as normal sandsoldiers with half damage. Would probably be even better than now, I just absolutely loath the "huehuehue you may not leave" few places near walls he can get you stuck for the full duration.
Fits his theme of being a sorta "adc mage".
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On July 05 2015 02:02 Jek wrote:Show nested quote +On July 05 2015 00:44 Sufficiency wrote:On July 04 2015 15:06 Frolossus wrote:On July 04 2015 13:51 Sufficiency wrote:On July 04 2015 12:41 Slusher wrote: I still can't believe that Riot has allowed him to kill wards from 1k range for 6+ months I still can't believe Azir was given that kind of ultimate. maybe change it to 2 or 3 soldiers? I prefer removing it entirely. I wouldnt mind seeing his ultimate only give a single knockback and then in retunr let him use the ult generated soldiers as normal sandsoldiers with half damage. Would probably be even better than now, I just absolutely loath the "huehuehue you may not leave" few places near walls he can get you stuck for the full duration. Fits his theme of being a sorta "adc mage". you want azir to have access to 7 soldiers at once?
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On July 04 2015 20:17 AlterKot wrote: As someone who picked Azir a week ago, never ever change him he's perfect :> i picked azir for the first time yesterday with no idea how to play/build him and ended up 13/2/10
and he's STILL buggy as hell
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Maybe do lvl 1 is X, then each level of ult adds another one or something.
Make Azir soldiers like Zyra plants. It still takes a couple hits to kill them. IMO Azir is a much better version of Zyra in many ways rather than being Heimer 2.0
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On July 05 2015 02:46 Nos- wrote:Show nested quote +On July 05 2015 02:02 Jek wrote:On July 05 2015 00:44 Sufficiency wrote:On July 04 2015 15:06 Frolossus wrote:On July 04 2015 13:51 Sufficiency wrote:On July 04 2015 12:41 Slusher wrote: I still can't believe that Riot has allowed him to kill wards from 1k range for 6+ months I still can't believe Azir was given that kind of ultimate. maybe change it to 2 or 3 soldiers? I prefer removing it entirely. I wouldnt mind seeing his ultimate only give a single knockback and then in retunr let him use the ult generated soldiers as normal sandsoldiers with half damage. Would probably be even better than now, I just absolutely loath the "huehuehue you may not leave" few places near walls he can get you stuck for the full duration. Fits his theme of being a sorta "adc mage". you want azir to have access to 7 soldiers at once? They should of course be locked in location and do a lot less damage than his regular soldiers. I hate his unpassable ult so much I'd give it a 10.0 AP ratio if that's what it takes to make it passable after the first time you get knocked back.
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I kind of flip the finger to Riot for remembering people the joke that is Jayce exists.
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On July 05 2015 02:02 Jek wrote:Show nested quote +On July 05 2015 00:44 Sufficiency wrote:On July 04 2015 15:06 Frolossus wrote:On July 04 2015 13:51 Sufficiency wrote:On July 04 2015 12:41 Slusher wrote: I still can't believe that Riot has allowed him to kill wards from 1k range for 6+ months I still can't believe Azir was given that kind of ultimate. maybe change it to 2 or 3 soldiers? I prefer removing it entirely. I wouldnt mind seeing his ultimate only give a single knockback and then in retunr let him use the ult generated soldiers as normal sandsoldiers with half damage. Would probably be even better than now, I just absolutely loath the "huehuehue you may not leave" few places near walls he can get you stuck for the full duration. Fits his theme of being a sorta "adc mage".
Allowing pushing back only once would be a huge step forward.
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You guys know that each soldier that the 2nd+ sand soldier that connect on an attack does 25% damage, right? You'd need to hit somebody with 5 soldiers to deal the damage of 2 soldiers individually.
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How would it be different from a directional Janna ult then? Blocking people (like terrain does) without cc-ing them if they run in after the first sortie would be nice, and also resolve the pathing stuff that happens when some soldiers would end up inside walls (they end up in hard to predict on the spot places, and sometimes you want to jump a nearby wall and get your Flash/dash/etc. wasted because part of a soldier sticks from there instead of besides the others).
Lowering or removing the damage would be nice too, as I don't think the ult should be used as part of the kill combo on someone either. Since Riot are so fond of "thematics" and stuff.
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On July 05 2015 02:53 ticklishmusic wrote: Maybe do lvl 1 is X, then each level of ult adds another one or something.
Make Azir soldiers like Zyra plants. It still takes a couple hits to kill them. IMO Azir is a much better version of Zyra in many ways rather than being Heimer 2.0
He's actually a good example of why current Zyra is binary garbage. She's a burst mage too weak to burst anything for most of the game. Her plants are just additional ratios and an 'is the enemy stupid' test. Azir with killable soldiers wouldn't be picked.
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On July 05 2015 04:07 Alaric wrote: How would it be different from a directional Janna ult then? Blocking people (like terrain does) without cc-ing them if they run in after the first sortie would be nice, and also resolve the pathing stuff that happens when some soldiers would end up inside walls (they end up in hard to predict on the spot places, and sometimes you want to jump a nearby wall and get your Flash/dash/etc. wasted because part of a soldier sticks from there instead of besides the others).
Lowering or removing the damage would be nice too, as I don't think the ult should be used as part of the kill combo on someone either. Since Riot are so fond of "thematics" and stuff.
Azir is not Janna.
Azir's non-ultimate already offers a huge amount of zone control and consistent AOE damage. He even has quite a bit of mobility. I think that's already a very strong feature of his kit. There is really no need for him to be also able to completely invalidate melee champions who don't have blinks.
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I think all that is much too extreme when the obvious Pink Ward killing solution is out there and would significantly reduce his zone control.
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On July 05 2015 04:39 Caiada wrote:Show nested quote +On July 05 2015 02:53 ticklishmusic wrote: Maybe do lvl 1 is X, then each level of ult adds another one or something.
Make Azir soldiers like Zyra plants. It still takes a couple hits to kill them. IMO Azir is a much better version of Zyra in many ways rather than being Heimer 2.0 He's actually a good example of why current Zyra is binary garbage. She's a burst mage too weak to burst anything for most of the game. Her plants are just additional ratios and an 'is the enemy stupid' test. Azir with killable soldiers wouldn't be picked. Right, her cc letting her create plants at the same time will totally not guarantee some damage and the plants only work if the enemy is stupid. Nevermind the 750 (!) range on the thornspitters, the aggressively scaling damage (136 base at 18 with 0.8 AS).
That's like saying that Malzahar's W is worthless and will only damage stupid enemies for more than a single tick. Zyra's not a burst mage, she's a zone control and sustained damage mage who happens to have really strong burst (get her a bit ahead and she'll 100-0 anyone caught in her root when her ult is up, often before they even land), and who showcases it more often than not since she's squishy and immobile (so if exposed will rarely live long enough to show her sustained damage), and longer range champs (Jayce, Xerath, Ziggs, etc.) make it hard for her to apply her zone control patterns.
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On July 05 2015 05:03 Alaric wrote:Show nested quote +On July 05 2015 04:39 Caiada wrote:On July 05 2015 02:53 ticklishmusic wrote: Maybe do lvl 1 is X, then each level of ult adds another one or something.
Make Azir soldiers like Zyra plants. It still takes a couple hits to kill them. IMO Azir is a much better version of Zyra in many ways rather than being Heimer 2.0 He's actually a good example of why current Zyra is binary garbage. She's a burst mage too weak to burst anything for most of the game. Her plants are just additional ratios and an 'is the enemy stupid' test. Azir with killable soldiers wouldn't be picked. Right, her cc letting her create plants at the same time will totally not guarantee some damage and the plants only work if the enemy is stupid. Nevermind the 750 (!) range on the thornspitters, the aggressively scaling damage (136 base at 18 with 0.8 AS). That's like saying that Malzahar's W is worthless and will only damage stupid enemies for more than a single tick. Zyra's not a burst mage, she's a zone control and sustained damage mage who happens to have really strong burst (get her a bit ahead and she'll 100-0 anyone caught in her root when her ult is up, often before they even land), and who showcases it more often than not since she's squishy and immobile (so if exposed will rarely live long enough to show her sustained damage), and longer range champs (Jayce, Xerath, Ziggs, etc.) make it hard for her to apply her zone control patterns. What? She is bad mid because people can clear her plants easily. And she is sometimes good bot because those things are oppressive before you can clear them easily. The plant problem is the number 1 reason Riot can't keep her in a good place. Also, the ult delay and the stupid E speed nerf dont fit into the modern game.
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The plants aren't really an issue mid, as she can at least farm/push just fine without them.
And you need 2 spells to kill a plant to it depends (I'm not sure but I think it's even 3 if you're only using AoE?). Champions with good aa range or with low cd, good range spells can kill the plants easily, champs with that minus the low cd can at least clear, and she's super vulnerable to assassins (Zed, LB, Ahri can all gtfo her ult before it snaps, even if rooted if she casts ER and not RE).
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I am still sad for Zyra E speed nerf.
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On July 05 2015 06:15 Alaric wrote: The plants aren't really an issue mid, as she can at least farm/push just fine without them.
And you need 2 spells to kill a plant to it depends (I'm not sure but I think it's even 3 if you're only using AoE?). Champions with good aa range or with low cd, good range spells can kill the plants easily, champs with that minus the low cd can at least clear, and she's super vulnerable to assassins (Zed, LB, Ahri can all gtfo her ult before it snaps, even if rooted if she casts ER and not RE).
Thats a huge issue if you're mid. Mid Zyra needs to be your #1 or #2 DPS threat and the plants are 20%+ of her damage. You are essentially talking about Orianna/Lux without her shield, or Midlane Nami when it comes to teamfights.
Killable Azir soldiers only works if they scale very hard (defensively ) with AP so mid-late they are essentially unkillable anyways, turn him into a support, or make him into a conditional hardcounter (basically a different heimer).
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On July 05 2015 06:22 Ansibled wrote: I am still sad for Zyra E speed nerf. Her E moved faster than morg/lux bind with similar hitbox. Complain all you want but I think that was justified given the similarity of the other skills.
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On July 05 2015 07:34 Amui wrote:Her E moved faster than morg/lux bind with similar hitbox. Complain all you want but I think that was justified given the similarity of the other skills.
It was a lot more pertinent when she had insane damage. Now she's got average damage til 3 items.
She'll be better once the AP itemization stuff goes through, but so will most. And she'll still fit in compositionally like Vel'Koz but riskier for barely more reward and good-but-extremely risky scaling.
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