The Difference Between Level 6 & 10 As Azir
I just made a post about this in a more subtle way, by offering how I feel this issue could be solved, but I didn't originally explain the issue well enough. By not doing so, I already got a few downvotes and negative comments, which is probably enough to throw that post into oblivion. So I'll try this approach instead.
The Situation
I'm not going to talk about Azir's base stats by level (aside from Sand Soldier damage by level), his items, runes, masteries, buffs, debuffs, team comp, matchups, .. any of that.
As the title suggests this comes down to the difference between Azir at level 6 and at level 10 in regards to the way you rank his abilities and the utility they offer you at different points of play. As in with Sand Soldiers vs without them.
At level 1 you MUST place your first rank in his W 100% of the time. At level 6 you will most likely place your first rank into his R. By this point you have invested 4 other points among his Q, W, & E.
For the sake of this situation, lets assume you have invested all 4 of these points in his Q & E, in any combination.
The game continues for 4 more levels and you continue to invest these new points into his Q & E, in any combination.
The Problem
Some of you already see where I am going with this.
When you have no Sand Soldiers on the field or in range, the difference in utility you have available to you between these two points are virtually ZERO.
Even after placing a Sand Soldier on the field, all you gain is 12 BASE DAMAGE to the Sand Soldier's attack based on your level. (Again, not taking into account AP)
YOU MIGHT AS WELL BE LEVEL 6!!
MY SOLUTION
I'm sure there could be several different ways to solve this problem, but I had an idea that may help.
Before I offer my idea, I want to be sure that you understand. Even if you don't like my solution, at least acknowledge that this is a problem.
Add active, or passive effects to Q and/or E that are only available when there are no Sand Soldiers within range to activate them in their current form.
In my last post about this, I offered two examples of what I think would be good abilities, but I am not going to do that this time. If you want to see what I suggested, feel free to look at my Board Profile.
Also, I absolutely understand that this would potentially be a buff to Azir, and the only way for this to work would involve nerfs to the currently strong aspects of his kit. Interestingly enough, Riot is already looking into doing this from what I have heard. One of the rumors going around is that they are planning on lowering his Q range and making him into more of a battle mage. To me, this suggests that he will need to be less offensive and more defensive. This suggestion could be one way of adding more defense to his kit. With his Sand Soldiers out of range he would be in a defensive state, and with them up he would be more offensive. I think it makes sense.