Since this seems a good thread here are my thoughts:
His Q should be a reposition and utility tool therefore shouldn't deal so much dmg.
So here are some changes that might reduce his unhealthy patterns and shift some power to somewhere else in his kit:
1.Take away damage from Conquering Sands(Q).
I don't think this change need explanation.Base damage reduction will make him less bursty and overwhelming in early and mid game.
- Reduce the base damage scaling on Arise!(W) mid-late game.Give the ability a new function,see below.
On cast if an enemy champion is within the sand soldier's attack range Azir will issue an attack command and will try to hit the enemy champion(s) based on this priority list:
- a champion with the lowest hp
- a champion
automatically.
Now casting it "on" an enemy champion will deal the dmg of the soldier almost instantly but it will take control away from Azir till the attack ends.This gives him burst damage but with the cost of the range.Also its uptime and with that the chance of landing it will be more rare than of his Q and on top of that the opponent could just walk out from the range of the soldier just before it would connect making it again more difficult to land.
Possible change is to increase the damage from 25% to 30% from additional soldiers.
- Decrease the cooldown on Sun Disc.
Increase the attack speed/cooldown ratio to 1.5% from 1.25% to balance out the damage reduction on W.
The first change takes away some burst from him.The second takes away some sustained damage from his soldiers. But balances it out by either more attack speed on the passive or more damage from the soldiers.
The Sun Disc change increases the strategical options throughout the game which is probably the most important aspect of his kit along with the ulti.