Azir patch 5.3 thoughts
Just got out of an ARAM game where I rolled Azir, got all excited because he is one of my favorite mages, and an all around a blast to play. But when I got into the game I quickly felt that my soldiers were never in quite the right spot, and I remembered reading about the a batch of nerfs heading for Azir a while back. When the soldiers actually were on target I felt like I was dealing a respectful amount of damage, but the reduced range made my ability to attack seem clunky at best and random at worst. Before you could Q to redirect your soldiers and be sure that nearly all of those on the field would be put to use attacking the desired target. Now it feels like a lucky blessing straight from Shurima if you can get two soldiers to attack the same target once.
I can see the W range change being aimed at Azir's early game, since it inhibits his ability to cs, but I thought this was already dealt with by high mana costs and cool downs for low level abilities. Instead the W range change has a massive effect on Azir's ability to achieve his top tier level damage in the late game, where his power seems to be funneled.
A possible solution to this could be having the range of Azir's soldiers scale with the level of W or with Azir's level, so that the intended nerf to his early and mid game is still applied, but it doesn't damage Azir's late game. That being said, i'm a bit worried adding to Azir's complexity will also add to his bug problems.
Although I read a post talking about the changes back when they were only on the PBE I was interested in how people feel about the changes now that everyone has the chance to experience them.