Yasuo upcoming rework suggestion

Pathfinder Yasuo·6/22/2017, 7:02:11 PM·2 votes·575 views

#Alright, let's establish some things. #Yasuo is already up for a minor-rework due to his frustrating play-patterns and this thread addresses possible changes I think would be very balancable and health for the game.

##Yasuo is a champion with 2x crit chance, which means he will power spike earlier than any other crit-oriented champion after 1-2 crit items. ##Yasuo becomes extremely frustrating to play against, especially when he gets fed, because the enemy feels helpless. They can't run, they cant throw CC, they can't fight him because he just stat-checks with 100% crit chance auto attacks, even if he misses every Q and his ult.

Yasuo's current passive

oh wait a really funny guy replaced his Passive on the Wikia page

http://i.imgur.com/ETyemDm.png

alright ANYWAYS.....


ignoring his shield because it's fine for now

Yasuo's current passive doubles crit chance and lowers crit damage on auto attacks by 10%. His Q crits for 25% less damage.

#What if Riot flipped this?

#Make Yasuo do less crit damage on auto attacks, and have regular damage crits for his Q? (lower the ratio a tiny bit so you're not getting 2000 damage crits)

Make Yasuo have ~160% crit damage on auto attacks (190% with IE) and 210% crit damage on his Q (255% with IE).

This EMPHASIZES him landing his Q's, and since they are laterally thin, you can sidestep them with proper timing. This stops bad Yasuos from just blatantly stat checking you with right clicks and infinite mobility because he got 2 crit items from lane.


#As a bonus, another possibility is making his Q's cast time scale harder with bonus AS, to stop tank builds. Currently it is

FIRST CAST - STEEL TEMPEST: After 0.54 - 0.18 (based on bonus attack speed)

make it closer to

;FIRST CAST - STEEL TEMPEST: After 0.70 - 0.16 (based on bonus attack speed)

This will stop Frozen Mallet and other tank items from being used as much as they are, or atleast reduce the effectiveness of them because of the lack of attack speed to land his now-vital Q's.

Increasing the cast time on his Q while he's at lower attack speed will also give a hair more time for players to side-step the ability, while also keeping the intended flow and fluidity of Yasuo's kit.

NOTE: None of the numbers are expected to be EXACTLY balanced, but instead give another perspective on how to approach is hard-to-balance passive. The numbers are up for change, but that's a general area of where they'd be at.

#TLDR Shift Yasuo's core damage away from his auto attacks and into his Q

6 Comments

Kloqdq6/22/2017, 7:27:28 PM2 votes

That could work well for a current fix until whatever Riot wants to do with him, because let's be honest with ourselves it's happening. It avoids the problem of stat checking while also rewarding good play, and giving more counter play. I like it quite a bit!

inuitmailman6/22/2017, 7:33:21 PM1 votes

Sounds mostly like nerfs not reworks

Fuh Queue6/22/2017, 7:41:54 PM1 votes

The 4th penta kill is already an active part of his kit.

Shahamut6/25/2017, 12:16:32 AM1 votes

Conceptually, I dont think this is a good idea. If his being mostly AA damage was the biggest problem, then they would need to rework all ranged adc's as well. "Cuz all they do is stat check you with right clicks... but from RANGE!? broken"

A mechanic that lowers your base damage would be terrible conceptually, and you basically with this rework polarize his build to build crit or build AD but not both. Building crit makes Q hurt a ton, but now he does litterally minion level damage to towers.

Build AD, and your primary damage source deals no damage. I mean, thats not exactly a fun choice to make, is not intuitive, and would not feel good playing.