Talk:Azir/@comment-6281696-20140916213440/@comment-6281696-20140917093010

I know why they've done it this way, I just think it's not the correct solution to the sustain problem with AoE spells. I'd rather have that it for example has full effect when hitting 1 opponent, 1/2 when hitting two, 1/3 when hitting 3 and so on. Hell you could even make it dependent on the actual total damage done and compare that to the unmigitated damage. So if a spell deals 100 unmigitated, the first 100 damage done with your AoE has 100% spellvamp, the second 100 damage has 50% spellvamp and so on. So the effectiveness changes dynamicly. I think that'd be better than the current system where you now need to hit at least 3 before it does anything significant, and even then it doesn't really do much for champions early on.

As for Azir specific, the spellvamp items just aren't that good on him as I mentioned before. For that matter, why do his soldiers not benefit from his AD & (some) on-hit effects. I find that so weird. We want AS but nearly all AS items have large parts of them just completly wasted, and just the CDR doesn't give enough AS to get away with it.