Regarding the Azir rework
On September 10th 2014, Azir was released into the world of League of Legends. Ever since his release, Azir has been competing for the mid lane throne, and has even earned the title of the mid lane king with his latest rule during the 2016 MSI championship series. Unfortunately, that was the last rain of our current emperor bird man as he is left in a relatively weak state while we wait on his rework. Now comes the question, why was Azir nerfed soo hard and why is he being reworked relatively soon to his release? The answer lies in how he got to power, his mechanically complex kit. Azir has a very high skill cap if not the highest skill cap out of any champion in League of Legends, and this is do to Azir having an overwhelming amount of tools in his kit. However, with enough practice one can master these tools to handle any situation. As Azir's kit stands now, Azir has a tool for everything! The combination of Arise! and Conquering Sands give Azir long range high damage zone control. Azir's Shifting Sands allows Azir a way out of bad spot, or close the distance to a target. Emperors Divide is a powerful defensive and offensive tool that Azir can use for self peel, bust damage, moving carries out of place, and pulling off the Sherima Shuffle Combo. I don't think I need to mention the fact Azir can spawn a turret... There's more detail on the kit than I've mentioned, but I think you guys get the message. Azir with all his tools is too hard to balance, he's either too weak or too strong. Something has to go in order for Azir to be properly balanced. Azir to me is a champion who plays as the king in chess match. There are many pieces in Azir's master game of positioning and movement, and I believe that is unique to Azir as a champion. Azir moves his pawns and he moves himself. I think the best way to approach changes to Azir is to take out the ability that least fits Azir's principle of position and movement, and replace that ability with something amplifies the unique traits of his play style in a balanced manner. That being said, I think the ability that needs to go is Emperors Divide. It's hard to admit this, but Azir's wall is just too strong for his kit. Emperors Divide can single-handedly win team fights and counter matchups with its ability to move enemy players in a chosen direction. Getting rid of the wall will also reward players who catch Azir out of position and make Azir position more carefully. This leads into what I believe should replace Emperors Divide. Azir relies on good positioning of himself and his soldiers in order to succeed. What if Aizr was given a second chance on his Shifting Sands and his Conquering Sands, something that allows him to have a second option to position himself and his soldiers. This would offer Azir players the option to get in and out of fights more easily. Something I had in mind was something along the lines of an all in one ability that mimics Azir's kit but on a grand scale. The way this would work is by having the ability activate in two stages. Stage one spawns [X] amount of soldiers around Azir, and Azir is tethered to the center. Stage two Azir's soldiers move to target location and pulls Azir to the tethered center. In any case I trust Riot to keep Azir unique and fun while being able to change some aspects of his kit.
And that is just some of the them.
Im not the best azir by any means, but I do have mastery 6 so I guess I have some experience on the topic.
I suggest this, passive stays the same.
Q damage is nerfed hard
W damage is increased
E make it deal actual damage and get rid of the shield or make the shield stronger and non-buggy and get rid of the damage
R have the duration of the ult scale with level, 3/4/5
This would make Azir easier to play as with new people since they can just w auto to do damage.
Nerfing the Q damage would get rid of the poke people complain about.
The E change would give azir a reason to e into a target because right now he really doesnt have one.