Azir interface feedback
Azir has several issues with his interface.
He should just start the game with the 1 point already assigned in Arise (W), or have it auto assign visibly for the player as the match begins. Making the player manually put the point in even though there is no choice is annoying, and it's so logical to have it automatically there that I have seen players standing in lane trying to figure out why they can't cast it because they assumed it worked like this and didn't notice the point hadn't been assigned.
Passive: Far too easy to accidentally spawn a sun disk with a stray click.
Q: Very unresponsive. Cannot spawn a soldier and quickly move them; always has a noticeable delay that makes it hard to hit. More importantly, does not go where you tell it to all the time. I have had a ton of instances where I will tell a soldier to move and it will move in a completely unrelated direction and/or distance. Have had several instances where the ability goes on CD without the soldiers doing anything.
W: The circle on the ground does not correctly indicate the range at which soldiers can be spawned. I have repeatedly been able to spawn from further than that. Also, there needs to be a second circle instead of the simple crosshair showing the size of the soldier's attack radius. Right now it is too easy to place a soldier only to realize that the attack radius doesn't fall quite where you thought it did. On the fence about how he spawns a soldier at the furthest point in the direction you click instead of moving to spawn where you click when it is outside of range; again, makes it harder to get soldier exactly where you mean to.
E: Doesn't always dash to the soldier you mean it to.
R: Text does not make it clear that this ability spawns from current location. Indicator seems to indicate wall will spawn where it is and move forward from there, not stop where it is.
Soldier autoattack: Attack radius circle is too faint and hard to see. Map viewing angle causes a large number of instance where you believe your soldier will make the attack, but instead you start moving toward the point to use your own AA. Especially bad in team fights where other characters obscure the already too faint range indicator. Needs a more clear indicator of what is and is not in attack range of the soldiers, an indicator that is not blocked by anything. Also the quick death of soldiers when under turrets makes him very hard to use any time a teamfight breaks out near one, and he is completely unable to tower dive in almost any instance.