I think it's a unique play style with clear strengths and weaknesses. I don't think either need reworks, but Xerath needs some work done on his kit to make his Q easier to dodge with possibly better reward if he needs compensation. His current Q is often more based on luck of the draw to hit as if the opponent stutters their movement even a tiny bit, they get hit. But if they keep moving the direction they were going or suddenly reverse, Xerath misses, often by actions the enemy didn't intend to use to help them dodge his Q, leaving Xerath feeling kind of let down if it happens frequently by chance.
This wouldn't be an issue if Xerath was a shorter range character since then the enemy could consistently see Xerath charging his Q and play these kind of mind games with Xerath. But Xerath is an artillery mage and what more often happens is accidental dodges or a situation to where the enemy isn't given any time to react and is sniped from out of vision by an AoE artillery ability. Artillery Mages have to be balanced around often using their abilities from outside of enemy vision, and Xerath's abilities often feel like a coin toss when used outside of vision. His Q needs a longer delay likely, but with more damage or utility added to it.