Talk:Azir/@comment-24947613-20140827032722/@comment-1330314-20140827052802

@PrimusMobileVzla: Multiple soldiers can attack the same target and will do so if they're all in range, which to me is just one more reason not to have them apply on-hit effects.

@Exemplit: Not only can each soldier hit multiple targets at a time, but you can have multiple soldiers hit the same target simultaneously. On-hit effects are specially made so that they only affect one target, and the only AoE ability that applies on-hit effects,, only does so to the first target it hits. If you wanted to have the same on Azir's minions, you'd have to special-case the crap out of every on-hit effect and nerf him so that he wouldn't get too crazy with on-hit, which would just make him dependent on on-hit items to achieve the same power progression he has now. Azir is already extremely dependent on as is, so having him scale with on-hit would reduce his build options, not increase them.

I disagree with the whole "crippling imagination" argument: first off, sometimes it's perfectly fine to have a champion build along one path. , for example, is pretty much tied down to stacking health and resistances, but that doesn't prevent him from having meaningful build choices (which item to buy at what moment). Secondly, theorycrafting is nice, but is nonetheless secondary to proper design: on-hit builds have caused a lot of problems in the past precisely because some champions were too good with those, and it would be better to lock on-hits from Azir than repeat those same mistakes. It's better to deliberately lock out choices for a champion than give them a false choice or a choice of items that risks making them significantly unhealthy for the game. Thirdly, Azir does not have limited build options. In fact, he has more build options than pretty much any other mage. Whereas most mages scale with just three stats (AP, CDR, magic pen/reduction), Azir scales with about five (the previous three along with attack speed and health, not counting the resistances that can augment his absorption shield). There's a huge amount of balancing points where you can dedicate more into one stat to take Azir in a different direction. You can build Azir as a glass cannon DPS mage, a mobile burst/control mage or a tanky frontliner mage, just by focusing on AS/AP/health. Fourthly, Azir already has tons of itemization potential through spell effects. He scales incredibly well with and, and his soldiers scale with spellvamp to provide him with pseudo-lifesteal. I don't know about you, but he has a ton of theorycrafting potential without having to rely on on-hit.