![]() ![]() With some of our other projects wrapping up, we’ve started exploring several avenues for shifting power around on his abilities to make him more sustainable for League in the long run, while being very careful to not cause a massive divide between what we want and what current Azir players are excited by. We took a few passes at him over the past year or so, and while we saw improvement, he was still far from where we wanted him to be, so we made the call to wait until we could allocate the appropriate amount of time to solve his long term power imbalances. When you pick him, the things you do feel incredibly unique which is awesome, but when coupled with proficiency and high level skill it becomes very difficult to give him power in any way that isn’t absolutely oppressive when he’s played optimally. Our favorite Emperor of the Sands is a bit of a trailblazir when it comes to the mid-lane, dipping his toes pretty deeply into both the marksman and battlemage playstyles. ![]() So philosophically, we aren’t opposed to playing an older version of LoL, and it might be fun for a short period of time (because we might very well discover that the reasons we made all of the Season Three, Four, and Five changes still exist), but there is a good chance it’s not worth the development effort that it would take. In other words, the opportunity cost of that work is probably pretty expensive. Likewise, we could have designers create versions of existing champs that tried to mimic the old data (Season Two abilities, items, tuning, etc.) but that’s a mountain of work for something that might only be fun for a few games or so. We could almost certainly make it work if we had a bunch of smart engineers working to make it happen, but then those engineers would not be working on other features that might be more valuable to you guys in the long run. ![]() We can’t just pull in old data and expect the current game engine to play nice with it all. Unfortunately, we weren’t able to easily get the older builds running because so much of the game content and code has changed. We looked at doing this recently for a series of internal playtests, because we wanted to experience first-hand whether things like pacing or counterplay felt very different a few years ago. ![]()
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