@Meddler, Azir Direction for 5.5?
Hi, I was wondering what buffs you had in mind for Azir. I read the notes that mentioned that it was felt that Azir should be a late game hyper carry, so will you test the original 400 range on soldiers with healthier early game nerfs?
As someone who discovered Azir and fell in love with his gameplay only a few weeks prior to his nerf, I'm pretty nervous that you'll keep his soldier range low which will make him less dependent on his own positioning skill and more dependent on the lack of the enemy team's skill/knowledge/proper positioning.
As range of his soldiers decreases, dependence on the auto > Q > auto pattern increases. This changes him from a reliable sustained damage dealer to more of a typical burst mage, taking away his identity as auto attacker and makes his gameplay awkward, as if a mage rushed an early Lich Bane.
Early game nerfs to W or Q via mana costs, cooldowns, or making soldiers' range scale off of W skill level rather than taking away his range would make his laning phase much less intimidating (since Riot considered it as such) while keeping his late game damage satisfying.
Does your team already have a list of changes in mind? Is it too early to share?
Thanks for your time.