Some Azir qol changes that are necessary
http://na.op.gg/summoner/userName=Queuecombear i'm just posting this because i'm not sure why the website is using my smurf name rather than my main account.
I'll first start off by saying that i really enjoy the kit of the champion and his unique game play. I think i've played atleast like 30 games with him and i've noticed some very annoying interactions with his spells that really hamper his play. I am by no means asking for any damage buffs or something like making his dash go through champs, but fixes to things i've noticed in the list below in order of importance;
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Placing a soldier next to a tower is near impossible. Even if you are out of range of casting the soldier directly onto the turret will still cast the damage onto the tower. This makes trying to dive with azir incredibly frustrating when you intend to place a soldier for any purpose and it just gets consumed. **PLEASE make it so CASTING ONLY DIRECTLY ON TOP of the TOWER will activate this **. I don't know how many kills i've lost out on because i've tried to place my soldier close to the tower to set up a dive simply to be consumed by the tower.
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I love the new ability to follow a dashing soldier during its ride but if you try to dash with it right when it passes you, you don't continue following it. I really think you should always follow through with the dash or else it just leaves you in an awkward position where you will either die, or not get the kill you were chasing. I don't think there is any scenario where you wouldn't want to follow the soldier to the end of the dash. Then why else did you dash?
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Azir's q sends out his soldiers in a horizontal line in front of him . My only gripe with this is that it seems to send align the soldiers dependent on it's location to the line. What i mean by this is that if you have a soldier to the left of you and to the right of you, the left soldier will end up on the left of the target, and the right soldier will end up on the right. Now, this also applies even if the soldiers are very far from the target meaning that if you were aiming the spell intending for the closest soldier to intercept your target, if it isn't the only soldier on the field it will most likely end up to the side of the target and not applying the slow. What i think should be changed is having the NEAREST soldier to the target location should always be the center soldier, whereas the other soldiers farther away from the target should align with that soldier This would make it much more consistent to apply the slow without you having your cursor right above the target but the soldiers miss him because the way they align themselves.
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One of my favorite things about azir is that you can animation cancel with his soldiers as you can do with your auto attacks. The problem here is when you try to animation cancel with the first attack of your newly places soldier, that animation will go off but the damage will not. This is also still counted as a full auto so you have to wait the full animation unlike when you cancel a regular auto you can still reset the animation as if nothing happened.
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This last one isn't really a change i think should be implemented but more of a philosophical question. Should yasuo wind wall block azir ulti? i mean in game you can cancel it with windwall, but that feels really off since i'm sending out physical soldiers. I'm not saying it shouldn't but rather, should it?
Thanks for reading, i hope somebody sees this.