@Riot A few ideas to make Azir less mechanically demanding to play.
As I'm sure a lot of you are aware, Azir is in an interesting spot as a champion, and theres a lot of debate on the boards as to whether he's strong, weak or balanced, he sits on a decent 47% win rate which has been seemingly marred due to his tremendously high skill cap, which has drove many a player away from bothering to learn him. Needless to say, I feel that Azir is fun to play and somewhat rewarding but he still needs a bit of love, whether that love goes to base stats or quality of life adjustments isn't really up to me, but I have a few suggestions to get the ball rolling:
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Show an indicator for the idle range for your nearest soldier: As an Azir player I find it irritating when my soldiers are out of range and I have to walk back into a fight to lay down some soldier damage and more likely than not eat a CC spell, I tried talking to a rioter about this a few months ago and he told me that adding so many indicators on one champion wasn't ideal, which I can kind of understand, but Ori got a leash indicator for her ball, surely this could be a thing too.
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I've heard that Azir has a new W indicator on the PBE that shows his soldier's auto attack range as it gets placed, neat idea, I can't wait to try it out, just a quick question: would it be possible to have this on his Q as well if that hasn't already been implemented? Too many times have I thrown a sand soldier at my enemy only to be just a bit too far out of range for them to attack. It sucks :c
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Clearer soldier auto ranges: It's easy to see where my soldiers are as Azir during the laning phase but in the mess of teamfights at times they can be very hard to see properly, what I suggest is thicker more defined attack indicators for Azir's soldiers that are easier to see in the thick of things so people don't erratically run into the enemy team when they just want to attack with their soldiers.
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Arrow indicators pointing to active soldiers: This is somewhat of an alternative to suggestion number 1, whenever a soldier is spawned, a green arrow similar to those of Syndra or Zed points towards his active soldiers, they are green to start off with when they can attack and they turn red when they are too far away to attack with.