[{quoted}](name=Busty Demoness,realm=NA,application-id=yrc23zHg,discussion-id=1GbXY5tA,comment-id=000000010000,timestamp=2017-08-24T09:16:20.854+0000)
Ziggs might have longer range, but it's telegraphed, costs more mana and is delayed. Azir does not have that same weakness and can attack much more readily.
I don't mind a minion-focused champ but for Azir I think the shuffle aspect works better. In addition, if Azir is going to keep the poke, he's gonna need to lose the shuffle and a TON of other safety.
Removing the E means losing the shuffle but I think that's fine if he gets a lighter form of mobility or extra utility, Riot usually makes pretty good designs for low/no mobility champs. And I think the shuffle is a cool idea but its more of a short term playmaker than the thing that identifies him. And really Ziggs Q I brought up and acknowledged its more telegraphed, Azir's combo is way faster so maybe you could cut power from the Q. It doesn't have to be exactly the same as is, but I think repositioning your soldiers and autos based around your soldiers is a good idea. Maybe if it lost range or the slow but it could stack twice and was a lower cd you could have a new version of the W/Q where you micro your soldiers more but its less oppressive since it isn't this super long range fast acting damage tap.
I mainly insist that it keeps both of those spells mostly as is, he's a character revolving around a unique auto and minions by design and his ultimate seems more designed as a peeling tool given allies can move through it and the soldiers are meant to prevent dashing, they chose to cut duration to keep the shuffle so that may take priority in a rework but I don't think deleting his ranged fighting would be good for his design. That's not the same as saying they can't shave range, I think the Q is a good place to do that, but W starts short range and good management of the soldiers is what makes a good Azir and its what makes him satisfying to play.