Yasuo upcoming rework suggestion
#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