Shift Azir's Early Power Back
EDIT: I aplogize for the old picture being defunct. I don't know how to get rid of that message. Just view the new one at the bottom of this post. It's more accurate and prettier anyways.
The attached is a simple visualization of power curves.
Yellow: Azir as he is now
Dark Blue: Azir as I suggest
Green/Red (I'm colorblind): champions that fall off
Light Blue: Assassins
Black: stereotypical hypercarry
I play a lot of Azir and while he may be my favorite champion, he does have some issues. Right now, Azir's power relative to his opponent has a tendency to spike at levels 2 and 3 and then begin falling off until he starts getting several items completed, causing his DPS to skyrocket. What I'm proposing is the shifting of this power back in level a bit so that he's not so much of a lane bully and thus is not quite so hated to play against. In addition, my proposal should also give him a bit more presence around level 6, making him more able to gank other lanes. It should also make him less prone to things like what happened to FeniX today.
The following changes should be considered in conjunction. Alone, I don't believe they would improve his health.
Health: increase base health from 524 to 544. Health per level reduced to keep maximum health at 1884. Q: Increase cooldown from 10/9/8/7/6 to 15/12/9/7/5.5 W: Increase damage dealt by multiple soldiers from 125% from two soldiers and 150% from three soldiers to 135% and 160%. Reduce recharge time from 12/11/10/9/8 to 10/9.5/9/8.5/8. Reduce spawn to ready time (how long it takes from pressing W until the soldier is actually ready to attack) by 30%.
As a result, he'll be slightly more durable early on but will also be less able to poke at first. Once he hits the point where he's using multiple soldiers to engage, he'll be dealing more damage than he does now. Since lategame he'll be using 3 soldiers instead of 2, he'll still be doing a bit more damage than he currently does, but not a ton. The reduction in recharge time on his soldiers is to allow him a touch more security. Similarly, the reduction in the spawn delay of the soldiers will also give him a bit more chance to respond if attacked. More than anything else though, it's just a QoL change to make him feel less clunky.
Azir is supposed to be a hypercarry, not a lane bully, and I believe these changes would adjust his power to be more appropriate in addition to making him more fun to play as and against, making him a healthier champion overall. Thoughts?