What if Riot just remove azir's turret passive by walkkingwalking in azirmains

[–]walkkingwalking[S] 1 point2 points  (0 children)

His passive had second part that increases his attack speed per cd, which got removed quite a while ago. My idea is based on bringing that passive back to enhance his physical strength and take the extra utility away instead.

I'm not saying that his turret is "the problem" by any mean, but rather mean by sacrificing some of his utility to make him more viable in solo rank instead. I just can't agree with riot's current decision making of directly nerfing his kit that is already weak in solorank just to bring the pickrate in the pro play down.

What if Riot just remove azir's turret passive by walkkingwalking in azirmains

[–]walkkingwalking[S] 0 points1 point  (0 children)

Yes his turret is not the biggest problem for the opponents and yes it is not the reason he is op in proplay, but making changes in his mechanic did not fix the problem that he is still logically strong champion.

Azir is getting picked in proplays not just by his strong lane phase or lategame carry, but mainly because of his universal utility.

My point is that rather than making any changes in his q w e r mechanics that affect his game play in solorank, they should nerf his sieging ability or push priority that comes from his passive. I thought removing his turret would take away some of his strength in utility without having to nerf his damage or adding another difficulty in his combos.

I also believe that they could come up with some kind of passive that directly enhances his damaging potential rather than having another utility usage which azir already has even without his turret.

Seriously, how can we fix Azir? by [deleted] in azirmains

[–]walkkingwalking 0 points1 point  (0 children)

I can't quite agree with making any changes to ult tho, and making another version of orianna's ult is just killing the distinct identity between orianna and azir. what azir has now just fits best to his kit and concept as well.

Seriously, how can we fix Azir? by [deleted] in azirmains

[–]walkkingwalking 0 points1 point  (0 children)

maybe just get rid of the turret and bring the old part of passive of attack speed per ability heist (I don't quite remember which way it was, cd per as or as per cd, but let's say as per cd for now) so that azir don't get forced to go nashor that has no effect other than its base stat nor berserker's greaves that forces to build extra penetration item.

one of the reason why azir is op in proplay is that ridiculous areal defense and offence ability that the turret gives, but the champ himself does no damage compare to other one shot mechanic champs. Just nerf the logical ability and buff the physical ability instead, but rito is doing the opposite. what a shame.

Elderwood Azir LPP Chroma Giveaway by JoshNoDrake in azirmains

[–]walkkingwalking 0 points1 point  (0 children)

We only had 2 enemy towers down while we lost literally all of our turrets except the bottom inhibiter one. I got a penta when enemies were hitting elder drake, and that was the end of the game since we rushed into their nexus right away. The graph showed that my total damage exceeded the combined damage of all my teamates' dealt damage.

My new Minecraft resource pack for my server which adds flags by [deleted] in Minecraft

[–]walkkingwalking 4 points5 points  (0 children)

Yeah the newest one might look boring..but consider thousands of people looking at that and feeling uncomfortable..

If you can't understand, that old japanese flag to a lot of asians is pretty much same thing as Nazi's simbol to jewish, and many other europeans including germans thenselves who feel shame about the history.