@Meddler Here's my Projected Azir ideas
Here's an idea I had for reworking Azir. It's probably more changes than most Azir players would want but I thought it couldn't hurt to at least throw it out.
PROJECTED AZIR
Passive: WILL OF THE EMPEROR
Innate: Azir gains bonus attack speed equal to (X)% of his cooldown reduction. If Azir is over 40% cooldown reduction, he gains (XX)% of his cooldown reduction as bonus attack speed.
EXPLANATION: screw disc of the sun, it's too situational to keep in the scope of his power budget and doesn't really make sense (kit-wise or theme). I was thinking that he could get 50% of his CDR (up to 40% mark) as bonus attack speed and that the CDR added after 40% would be 100%. Azir loves cooldown reduction, it helps his abilities flow and it's one of his most important stats. However, Azir also loves attack speed, ap, and mana. His builds that make the most sense leave him with SO MUCH OVERCAPPED CDR. This passive would allow him to cash in on his buys to make them more efficient.
Q: Conquering Sands
Stays the same, probably needs number tuning with the rest of the kit. The ability is core to repositioning his damage and waveclear.
W: Arise
Stays the same, EXCEPT remove the mana costs or drastically reduce. It takes way too much mana for him to have good/decent trades for him throughout the lane phase.
Again, probably needs number tuning with the rest of the kit.
E: Shifting Sands- 650 range, 60m, CD 16/15/14/13/12 Magic Damage: 60/90/120/150/180 (+50% AP)
Azir orders a sand soldier to surge from below, knocking enemy champions away from him.
EXPLANATION: Azir with that much mobility is just toxic by design. A champion with that much range and that much damage potential should have the weakness of immobility. I suspect this will be the part people hate most, but while I love the slinking around; it's just the elephant in the room that has to be removed. There's a contender for most hate though...
R: Shuriman Surge- 100m, CD 120, HP 300/450/600 Attack speed bonus (X%) Magic Damage Over Time (X)
Azir empowers himself for 15 seconds, gaining bonus health, increased size, and bonus attack speed for the duration. Azirs and his sand soldiers auto attacks deal bonus damage over time to champions throughout the duration.
EXPLANATION: With Azir losing his mobility, he has to have some added survivability (other than the new knockback). So I looked at our other ascended beings and took a leaf that has shown itself to work. This coupled with the additional burn on his/Soldiers autos gives him a high ceiling of power and windows for his enemies to engage/interact with him.