Another Suggestion for Yasuo Rework

Shahamut··1 votes·257 views

Passive: Intent- Yasuo gains double critical strike chance from all sources, but his basic attacks and Q deal reduced critical strike damage: -20/15/10% at levels 1/7/13.

Passive: Resolve- Yasuo generates flow as he moves around the battle field generating 1 flow for every 50 units he travels. **Before his flow reaches 100, taking damage from enemy champions reduces his flow by 2 points per instance of damage. **If his flow is at 100, upon taking damage from an enemy champion, Yasuo consumes all of his flow to generate a shield that blocks 100-510 (based on level) damage. The shield will rapidly decay over 2 seconds. Yasuo does not gain flow while the shield is active.

THOUGHTS: Gating Yasuo's early critical strike damage will help ease his early power spike as a sustained damage crit champion. To compensate slightly, his Q now uses the same critical strike reduction multiplier.

For his shield. It should be noted that Yasuo's defensive abilities are grossly overestimated, the champion has more deaths per game than any other champion. So I introduced a small buff to the shield, VERY small, by letting the shield last a little longer, but decaying over that duration. I also presented a way for Yasuo's opponents to delay his shield, by continuing to harass him. Values of course can be adjusted if need be, but now, dropping your harass combo on a Yasuo without a shield actually delay's his next shield, and thus delays Yasuo's next window of opportunity. This also makes DoT affects very strong vs Yasuo.

Q: Steel Tempest- Revert cooldown change to 6/5.5/5/4.5/4 seconds, keeping its cooldown reduction with attack speed. Yasuo can hold stacks for 8 seconds.

THOUGHTS: This again targets his early game, and even though it isn't much, it means that before level 9, he will have fewer tornadoes charged, meaning fewer knock ups, and fewer free trades because of them. Yasuo's combos and play style remain in tact, but it is slowed down and ramps back up at level 9.

W: Windwall- Size of wall is now fixed (think live rank 2 or 3). Duration of wall goes up with rank: 1 second plus .25 seconds per rank (mex 2 seconds). Wall now spawns at Yasuo's AA range, drift adjusted so that it ends up in about the same place.

THOUGHTS: Skill expression is put back into this skill, duration is much shorter so timing the wall is more important, and you can no longer block things by accident when you throw the wall the wrong way. This skill has good situational power uses, has good counterplay, and is now not unnecessarily frustrating because of weird coding (block from behind) and insane duration (3.75 seconds?).

E: Slight increase on base damage, remove stacking damage component.

THOUGHTS: The stacking damage is basically invisible power that is unappreciated. That power can be used elsewhere in the kit.

R: Remove flat armor penetration. Slightly increase base damage. New effect: Momentum- For 10 seconds after his ulting, Yasuo deals increased damage against any target that he critically strikes, stacking up to 3 times. Bonus damage: 5/10/15% critical strike damage. (Max 15/30/45% increased critical strike damage)

THOUGHTS: A slightly different damage steroid centered around critical strikes. After Yasuo Ults, his critical strikes will be unmatched for 10 seconds. Overcoming his reduced critical damage for a short time. This MIGHT make him SLIGHTLY less effective against Tanks who stack armor, but I think only slightly.

Now, I gave a few different compensations, but I took a lot more than I gave I think. He could definitely use some minor buffs elsewhere, but I will leave it to RIOT to decide what is fair in that department.

Thoughts and feedback are welcome :)

EDIT: TLDR- Absolutely no change to Yasuo's play style, just slowing down how fast he gets to his power spikes and making some different number tweaks.

More skill expressive windwall, fewer tornadoes in lane phase, different damage steroid on ultimate. Minor buff to his shield, made flow generation consistent but added a way for lane opponents to delay Yasuo's shield, rewarding them for consistent harass.

For the sake of discussion, please comment with your downvotes.

3 Comments

SSrikeShadow2 votes

He needs a complete rework and massive changes i.e. the difference between Galio today and pre-rework galio. His defense is too strong for the offense he has. He has sustained defense and consistent burst offense which is toxic. You can't driving him out of lane with poke or by pushing the wave and then recalling to refill your own mana pool.

Shahamut1 votes

Thank you for the reply. Although I disagree with your overall assessment. Specifically on Yasuo's defensive abilities which, statistically, are not strong at all, given that he is the champion with the worst kda and most deaths on average per game. This is regardless of what all you pick as well.

My assessment is that Windwall is only too strong in its optimal use and buggy/cheap feeling to his opponents because of its long duration and spawn point respectively.

His lane "feels" oppressive because Yasuo's tornado is easy to prep, which gives him more opportunities for zoning/ranged harass/free knock up trades with e.

Statistics and experience show that Yasuo is not all that powerful of a champion. Among mains, he has one of the lowest win rate increases for maining him. The only time he was really popular in the LCS was when frozen force was a thing (cuz that crap was actually too strong).

These are issues of agency that CAN be addressed without major changes to his kit/playstyle, and ones that I feel my suggestions address.

Another common complaint is that he gets too strong too fast with his item spikes. Not sure if it's true, but I addressed it anyway just in case by reducing his early crit damage further, but letting it back to live at later levels.

Shahamut1 votes

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