Just make Yasuo's thirdQ and windwall cost % flow,windwall duration scaling with the amount consumed
Thoughts?
Thoughts?
Seeing as how Yasuo's winrate has stabilised I do not see that happening. Regarding the idea, it is poorly thought out. The fact you are dependent on a resource you have 0 control of due to the fact you cannot manually activate the shield or manually generate flow (a la Rengar) promotes a degree of randomness when it comes to nearly his ENTIRE kit that would make him wildly inconsistent and would also promote him to have to build extremely tanky to be able to trade with nearly the entire champion pool.
Just because Yasuo possess' a windwall does not mean the shield has to be discarded; facing Zed or Talon for instance (even diana/ekko for AP) even if they use their blockable abilities, their AA's with steroids still hurt substantially and they also have tools to disengage that are not as situational as Yasuo (because the entire game does not happen only in lane with 300 creeps). Also his base stats are very bad, so even if those changes would go through they'd have to be buffed INSANELY high, and then you have Triforce/FM Yasuo again.
Just my thoughts.
Completely agreed. From patch 6.23 upto patch 6.24 Yasuo only had 5 days with a winrate of 50% and the rest of the days were 46% & once 38% Win rate. Source: http://www.lolking.net/champions/yasuo#!/overview
Sorry but that would kill entirely Yasuo. He struggles a lot in this season 7 meta already (very tanky colossus toplane users-long range midlaners)
very tanky colossus

^^^
a Health meter on the windwall so it functions much like a targeted directional shield that only blocks a percentage of the damage instead of fully negating 100% of the damage of a projectile.
a Health meter on the windwall so it functions much like a targeted directional shield that only blocks a percentage of the damage instead of fully negating 100% of the damage of a projectile.
This wouldn't work. I'm no coder but I can tell you for certain that there's no way this could be implemented into the game in a working manner. Programming yasuo's current windwall was a nightmare for riot.
Um, Braums shield does exactly this?
Um, Braums shield does exactly this?
No it doesn't. Braums shield gives HIM reduced damage from everything that impacts with the shield. The suggestion is to give the windwall a health bar so it becomes destroyable (this is doable) and make it so it cuts the damage of all projectiles that hit it by a % (not doable).
For one the coding is fixed so that all projectiles damage is locked in once fired from a champion. This means that no matter what the projectile will do that amount of once it impacts. You can give the unit it's impacting with damage reduction, you can hit the champion firing the projectile with a damage reduction ability like exhaust or Urgots passive BEFORE they fire it, but once it's fired there's nothing that can affect the projectile.
I'm not a coder but I have a rough understanding of how certain things are done in the games coding. Projectiles can't physically be affected by anything because they aren't units. They can't be targeted, they can't be hit, and they can't be affected by debuffs. This means that to do this riot would have to rework an entire framework section of the game for a single ability to operate in a functioning fashion on a champion that they don't even feel a need to touch in the first place.
Just because it might pose a challenge doesn't mean it can't be done, and Riot has the manpower to do it
[{quoted}](name=Final Spark Lux,realm=NA,application-id=3ErqAdtq,discussion-id=0iy4ZKVY,comment-id=00020000000100000000,timestamp=2016-12-08T20:56:19.271+0000)
Just because it might pose a challenge doesn't mean it can't be done, and Riot has the manpower to do it
Just because you think it can be done doesn't mean it can, and man power doesn't affect the probability of it being possible. Coding for league of legends isn't a straight forward thing.
Example: Yasuo's windwall was one of the hardest abilities Riot ever had to code. In the end the method they had to use was making the wall essentially a teleport/delete entity that deleted/transported the projectiles into an invisible part of the map and force them to impact with an invisible unit to get rid of them.
Wtf are you talking about? That's the beauty of things like this, they can make whatever they want happen, including changing his shield. Doesn't matter if it's straight forward or not, if they wanted to make this a thing, they could do it. Nobody is saying it's gonna be easy. Just like the yasuo example you gave, they couldn't figure it out one way, so they came up with a way around it. They can do the same for anything, it'll just take some fiddling to get it right.
No it doesn't. Braums shield gives HIM reduced damage from everything that impacts with the shield. The suggestion is to give the windwall a health bar so it becomes destroyable (this is doable) and make it so it cuts the damage of all projectiles that hit it by a % (not doable).
For one the coding is fixed so that all projectiles damage is locked in once fired from a champion. This means that no matter what the projectile will do that amount of once it impacts. You can give the unit it's impacting with damage reduction, you can hit the champion firing the projectile with a damage reduction ability like exhaust or Urgots passive BEFORE they fire it, but once it's fired there's nothing that can affect the projectile.
I'm not a coder but I have a rough understanding of how certain things are done in the games coding. Projectiles can't physically be affected by anything because they aren't units. They can't be targeted, they can't be hit, and they can't be affected by debuffs. This means that to do this riot would have to rework an entire framework section of the game for a single ability to operate in a functioning fashion on a champion that they don't even feel a need to touch in the first place.
I am a programmer, and let me tell you, given riot's current tech, this would not be all that hard. The fact that windwall already exists means riot is capable of detecting collision of a projectile with an arbitrary object. Detecting collision means they're able to get a reference to the projectile, and once you get a reference to an object, modifying its variables is trivial. You would just get the value of its damage variable, multiply it by some decimal, and then write the new damage value back to that variable. You could also change other things about the projectile, including speed, direction, or even owner/team. Depending on how its data is structured, the attribute of inflicting CC (and/or the duration it's inflicted for) might not be stored in a common variable, so it may or may not be easy to modify that.
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I am a programmer, and let me tell you, given riot's current tech, this would not be all that hard. The fact that windwall already exists means riot is capable of detecting collision of a projectile with an arbitrary object. Detecting collision means they're able to get a reference to the projectile, and once you get a reference to an object, modifying its variables is trivial. You would just get the value of its damage variable, multiply it by some decimal, and then write the new damage value back to that variable. You could also change other things about the projectile, including speed, direction, or even owner/team. Depending on how its data is structured, the attribute of inflicting CC (and/or the duration it's inflicted for) might not be stored in a common variable, so it may or may not be easy to modify that.
They already attempted something similar to this in a prototype urgot rework and it failed miserably.
It also took them 9 months to fix all of Master Yi's Alpha Strike bugs.
why so? just code it like braums shield where the windwall intercepts projectile damage for a certain amount of health (scaling with level/ability level)
This would be perfectly fine, when a projectile collides its damage is reduced by a %
source - am coder
Dont think its good on his q but definitly a great idea for his windwall. Creates clear windows for counterplay, removes a bit of the frustration of him having both having his shield up and the windwall but still leaves it intact to make good plays and succescases . He can then still put a quick windwall halfway in the fight to block that big attack if he is quick enough but no longer the entire tf blocking wall if he hasnt builded up his windflow or placed it at the start of the fight strategically. Even thematicly this makes sence because instead of the winds protection him for a bit he uses his flow for the wall. More flow -> longer wall. I would however wait for him to become dominant again to put in this change because else they will have to buff him somewhere else and fuck that ;p
Play Yasuo first.
Thoughts? Well my thoughts are this is my idea except worse because it randomly includes his third Q... i commented this idea like a couple hours before you posted this...
You didn't really explain or include any information as to how or why this could work. This would open up room to actually buff Yasuo in the correct places where he is suppose to be strong. Making Windwall less reliable or easier to punish is the point of changing it, it has nothing to do with his third Q which has the counterplay of dodging, plus it requires setup.
Edit: http://boards.na.leagueoflegends.com/en/c/gameplay-balance/4ApABrrL-an-appropriate-yasuo-windwall-nerf top comment
Thoughts? Well my thoughts are this is my idea except worse because it randomly includes his third Q... i commented this idea like a couple hours before you posted this...
You didn't really explain or include any information as to how or why this could work. This would open up room to actually buff Yasuo in the correct places where he is suppose to be strong. Making Windwall less reliable or easier to punish is the point of changing it, it has nothing to do with his third Q which has the counterplay of dodging, plus it requires setup.
Edit: http://boards.na.leagueoflegends.com/en/c/gameplay-balance/4ApABrrL-an-appropriate-yasuo-windwall-nerf top comment
Too lazy to look at your post,however I didn't give an explanation because I wanted to see if the braindead Yasuo mains will strike with their furious downovtes first.
I see you weren't too lazy to look at my comment and then pretend it was your own idea...
Posts like yours are why Gameplay is a joke... You are looking for Yasuo main downvotes? Well you basically said "lets nerf Yasuo into the ground, thoughts?" so of course they are going to downvote you. It is the braindead Yasuo haters that are upvoting you, without any context this looks like a terrible change. You need to explain it so that people can understand why this change would BALANCE yasuo not make him garbage.
I see you weren't too lazy to look at my comment and then pretend it was your own idea...
Posts like yours are why Gameplay is a joke... You are looking for Yasuo main downvotes? Well you basically said "lets nerf Yasuo into the ground, thoughts?" so of course they are going to downvote you. It is the braindead Yasuo haters that are upvoting you, without any context this looks like a terrible change. You need to explain it so that people can understand why this change would BALANCE yasuo not make him garbage.
I didn't look at your post all. It is my own idea that I came up with a year already but decided to post it now.
riiight just so happen to post it an hour after my comment.
riiight just so happen to post it an hour after my comment.
Coincidence.
Im sure it was... the exact same idea, an hour later... coincidence.
Im sure it was... the exact same idea, an hour later... coincidence.
Don't care about your thread/comment/whatever. I come up with my own ideas.
ya clearly
Making his third Q cost flow is definitely interesting. It could work tbh, that'd be cool
Making his third Q cost flow is definitely interesting. It could work tbh, that'd be cool
I'd like to see it get bigger the farther it goes and ramps up damage the bigger it got but at the same time consuming his entire stock of flow. And Using his windwall with full flow would make an anivia sized wall that lasted a bit but also consume his flow.
Or mana.
Make 2 spells cost but the rest don't? Makes perfect sense. He was made as a resourceless champ. Keep it that way.
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Make 2 spells cost but the rest don't? Makes perfect sense. He was made as a resourceless champ. Keep it that way.
That wot make sense for hosbE(Sweeping blade) since he generates flow while dashing
Just stop making posts about Yasuo.
he doesn't need any changes and certainly not all these terrible suggestions
found the yas main
I actually don't play him at all
but it doesn't take a genius to know that changes that make yasuo more complex to play are a bad fuckin idea
[{quoted}](name=Monado II,realm=NA,application-id=3ErqAdtq,discussion-id=0iy4ZKVY,comment-id=000900000000,timestamp=2016-12-09T03:48:50.184+0000)
I actually don't play him at all
but it doesn't take a genius to know that changes that make yasuo more complex to play are a bad fuckin idea
He's not any complex to begin with
hes a lot harder to learn and play than the average champion, obviously. changes that make him more difficult to execute on just make him harder to balance across different tiers, which leads to champions that are OP at high levels and bad at low levels or vice versa, since riot usually aims for a middle ground.
So if you were going to hit yasuo, which personally I don't really get since there's more overpowered champions right now, you should be hitting him on things like stats, or cooldowns. not adding to the things a yasuo player has to think about. that sort of solution works better for shit like garen
Having Yasuo's Q cost Flow at any stage would very likely make him feel a lot clunkier and less functional, without actually giving him any more counterplay. Having Wind Wall consume Flow might be better, since it's meant to prevent shots from reaching him anyway, but it might need a bit more work than just slapping on a Flow cost.
I feel another solution, which could be combined with a flow cost Wind Wall, would be to make the wall a lot narrower and shorter-lived, but instead reduce its cooldown significantly. That way, Yasuo would be able to block more projectiles reactively in fights, but wouldn't be able to flat-out negate the entire enemy back line for 4 seconds at a time.
Make his shield duration lower so it is more reactive rather than it being 3Faceroll5Me
Yeah let's make his abilities cost a resource he has no control over.
you mean he cant control it by . . . walking and dashing?
Standing still as Yasuo just to control your flow is a dumb thing to do. You're always moving around and dashing as Yasuo so you don't really have any control over how quickly your flow fills up.
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Standing still as Yasuo just to control your flow is a dumb thing to do. You're always moving around and dashing as Yasuo so you don't really have any control over how quickly your flow fills up.
Moving generates flow. Simple as that. Unless you can't move,you can't generate flow. Click on the ground,or spam dashes as usual.
I hope you are joking @LOLTAKESOSKILL
I hope you are joking @LOLTAKESOSKILL
Butthurt over my name? LoLTakes0Skill is pretty accurate for this game.
I didn't know that was a zero.
Honestly, making it so his Q (especially the 3rd one, like what the hell?) doesn't apply on hit effects would be a more than sufficient change.
I always thought it would be a better idea to give him a regular kit scaling so that his power doesn't just suddenly spike mid game and then grant him a proper amount of AD scaling to make his early to late game more linear. They should also give an incentive reason to use his windwall outside of panic blocking ranged abilities for example Poppy's W grants movement speed and resistances.