Azir needs a W nerf.
.6 AP scaling on an AA, AoE ability is absurd. When you can then jack that up to .9 AP scaling per goddamn hit, that's absolutely idiotic. Azir gets more power within one set of basic attacks than most Mages get in two abilities. That is a pretty incredible burst for a mage that's primary weakpoint is supposed to be "little to no burst". There was at no point any doubt that Azir would be pretty goddamn OP - the only thing holding him back was bugs, bugs, and more bugs. Now that most of them are fixed, he's near unstoppable due to his damage, safety, and utility all doing insane amounts of damage in single hits on top of also staying active for far longer than any other champ in the game.
Think about it. Azir's kit doesn't circle around a short, bursted fight. His kit is built to make sure he can deal out his damage safely over a period of time - a wall that stays up for several seconds that's impassable, the ability to command his soldiers from a very safe distance, an E meant to keep him out even longer so he can continue to survive. It's not an assassin kit, it's a mage kit; yet somehow he packs about as much burst as half the assassins in the game and far more safety. This is a massive balance problem - it's a kit that, with its mechanics and the skill level of it, shouldn't be overpowered, but is due to a reckless disregard for the raw strength. It's the same issue with Rek'Sai's burrowed Q right now - a 1.0 AP scaling, long range, AoE shot on a 4.6-ish CD may sound okay just because you should build her AD - but in practice, it's an old Nidalee spear on steroids.
