Yasuo mini-rework Idea (Leave suggestions, please)
The rework focuses on removing his early-game strength, rewarding him with more mid-game power, and SLIGHTLY reducing his late-game oppressiveness (but otherwise keeping his late-game damage about the same).
Please leave (preferably respectful) comments saying what is good and what needs to be changed. This is definitely a very rusty start and I plan on tweaking the rework until it is acceptable. I need to know what to fix, though, and saying only "this is trash" a) will make me not want to read your comment, and b) is not helpful to my improving of this.
Also you kind of have to read the whole thing in order to understand his ultimate change etc.
Stats:
(change) Attack Range: 175 -> 200
Passive:
(unchanged) Yasuo's critical strike chance is doubled.
(NEW) Yasuo's maximum critical strike chance is 75/80-90% (at 75/80% at 0/20 minutes, then increasing by 1% per 90 seconds).
(removed) Critical strikes deal 10% less damage.
(NEW) Flow is now a resource bar, and Yasuo's abilities both generate and use Flow.
(NEW) Gain 1% of maximum flow on each autoattack.
(change) Flow scaling by level: 100/105/110/120/130/145/160/180/200/230/260/300/340/380/420/460/500/550
(change) Gain 1% of maximum flow every 59/52/46 -> 70 units at all levels.
(shifted) Shield on-hit is now moved to Yasuo's Ultimate.
There are now two parts to his ultimate and this is one of them.
Q - Steel Tempest (damage change) Deals 100% AD damage in a line. If the attack does not critically strike Yasuo will deal an additional 20/40/60/80/100 true damage. (NEW) If the attacker is within Yasuo's melee range this true damage will apply regardless. (NEW) Yasuo gains 1% of his maximum flow for each enemy struck, doubled if they are an enemy champion, and doubled further if they are in attack range. (change) Cooldown increased by 20%, cast time decreased by 20% overall (for all levels and attack speed). (change) Range: 475 -> 500 Allows him to deal more damage if he is stuck onto the target as opposed to simply poking them, meaning he has to go in harder for trades.
W - Wind Wall (unchanged) Blocks projectiles in a 300-500 unit line. (NEW) Can absorb a maximum of 200/300/400/500/600 (+50% of Yasuo's maximum HP) damage before breaking. (NEW) Flow Cost: 80/90/100/110/120 Relies on him managing his Flow in order to use the ability. Costs over 70% of his max flow early on which decreases early-game safety. Also prevents a wind wall from rendering a ranged team useless in fights by making it breakable. Could lead to a tank Yas support role opening up so I probably will tweak these numbers.
E - Sweeping Blade
(unchanged) Dash in the target direction.
(damage change) Deals 80/90/100/110/120 (+20% bonus AD) (+60% AP) magic damage.
(NEW) Flow Cost: 30 per dash [Debating between 25 and 30, please give advice]
(NEW) Flow Cost is reduced by 5 for each consecutive dash, minimum 15 (3 stacks).
(removed) Damage increased by 25% for each consecutive dash.
R- First Whisper / Last Breath (NEW): Yasuo can now activate this ability when enemies are not knocked up. First Whisper (Cost: 100% of current flow): If Yasuo takes damage within the next 8 seconds, he will convert 100/125/150% of his flow into a temporary shield that will block the damage and any more incoming for the next 1.5 seconds. Yasuo will be refunded a percentage of his flow spent equal to the percentage of the remaining shield. Static Cooldown: 15 seconds after end of shield or ability duration. At ability level 3 (champion level 16) this ability will convert into a passive; it will automatically activate every 15 seconds when hit by champion damage. The scaling on his flow makes up for the fact that this ability is not a passive and you need to activate it. At level 3, it may be an inconvenience to use all of your flow so it will be refunded to you if the shield is not completely damaged.
This is a bit complicated so here is a TLDR: When activated, for the next 8 seconds, any champion damage will be blocked by a shield based on Yasuo's current flow. The shield will last 1.5 seconds. Yasuo will be refunded his flow based on the percentage of the shield remaining. At level 3 this ability will become a passive and automatically activate.
Last Breath (Only available when enemies are knocked up):
No Cost
(unchanged) Yasuo rushes to an airborne champion and suspends them for an extra second, completely filling his Flow in the process.
(damage is unchanged)
(change) Cooldown: 100/85/70 seconds, reduced by 15 seconds for each champion hit. If you hit all 5 champions at level 16 (somehow) then it will immediately be refunded.
(NEW) For the next 15 seconds, Yasuo's basic attacks will deal (10/15/20% AD) true damage and the true damage from Steel Tempest is doubled.
(removed) For the next 15 seconds, Yasuo's critical strikes gain 50% bonus armor penetration.
NOT bonus true damage; 10-20% of his attack will be CONVERTED into true damage.
Thank you for reading this mess. I will say it again: Please leave (preferably respectful) comments saying what is good and what needs to be changed. This is definitely a very rusty start and I plan on tweaking the rework until it is acceptable. I need to know what to fix, though, and saying only "this is trash" a) will make me not want to read your comment, and b) is not helpful to my improving of this.