I think I know how to get rid of Yasuo's double crit and replace it with something more unique.
So we all know how the main reason everybody hates Yasuo is his double crit and lack of counterplay to it.
He was designed to be a new type of melee ADC that can be relevant when behind with his CC, utility, and his shield to sustain him through fights.
He has since then had his passive shield nerfed, his shield generation, his windwall, his ult range, and his health and movespeed nerfed.
None of these were what people WANTED nerfed, they were just icing to the overloaded kit to Yasuo, everyone hated his double crit chance, and for good reason.
He could just build shiv and IE and basically be 3 shotting carries without a care in the world. Nobody LIKED that as it was incredibly annoying to play against.
Now I think I figured out the solution to getting rid of this steroid and replacing it with a different steroid instead for Yasuo, before I do that, let's look at Trynd, Fiora, and Yi's steroids in their melee ADC kits.
Trynd gains AD with less health and crit chance with a higher fury bar.
Fiora gains AD and attack/movespeed.
Yi gains AD along with attack/movespeed and true damage on hit.
Yasuo currently has double crit and 50% bonus armor penetration.
What if Yasuo's new steroid wasn't based on crit, but on his flow bar? The higher the flow bar gets, the more damage he gains, when his shield is active(blocking damage) he gains a slight damage boost for the duration(currently 1 second) then when it is down, he loses his steroid until he builds up his flow a bit more.
Now would it give him AD or just % bonus damage on hit? I'm not sure, I was leaning on AD but that is debatable, but this would make him less of an annoying shit to play against, and have some more counterplay.
The only way this steroid on Yasuo would work is if Nerfs to his base health were reverted, passive shield duration brought to 2 or 1.5 seconds, passive flow regen(old passive on W) brought back, and old ult range(not the bugged from out of nowhere) range was reverted.
Why should those nerfs be reverted? Because Yasuo will be more reliant on building up his flow and try to go in when he has his flow up. He would need the old W passive in order to regain his flow and get his steroid back, he could essentially be a windy ninja in a sense of being reliant on moving fast to deal great damage.
Thoughts on this?