@Meddler Yasuo Update
With the Yasuo changes coming up i thought i could add an idea about his general kit and how it should be. ATTENTION!!!! My numbers may be way off in terms of power i am just calculating a round up (not good with math) also i am not saying all of these changes should be made together, they can be made each one separately if the gameplay team sees some of them fit Lets get started on his abilities
His W( Windwall) very powerful when timely used and the beef everyone has with this is that cast animation where the windwall comes from the model and not in front of him. For this i would change the way windwall is animated and cast for example Yasuo slashes vertically in front of him making a 50-90 unit windwall (not sure on the numbers) wide enough to block whats coming straight in front of him and then it expands in its normal form after .4 sec with expanding time scaling with level so it expands faster later in the game where you would barely tell the difference level 5 spell.
His E (Sweeping Blade) To much mobility with very little risks also stacking dmg.
For this i would add more dmg to the E and rework the stacking effect where using it more makes it do less dmg currently the dmg numbers are 60 / 70 / 80 / 90 / 100 (+ 20% bonus AD) (+ 60% AP) next dash's base damage by 25% for 5 seconds, up to 50%
so i am suggesting 100 / 110 / 120 / 130 / 130 (+ 20% bonus AD) (+ 60% AP) next dash's base damage gets reduced 30 % for 3 sec up to 60 % and the dmg reduction for the minions would be less 10% up to 20 % less dmg so he would not lose that much wave control.
His passive (Way of the Wanderer) INTENT This is the main change i would like to see in him, i am suggesting to remove the intent passive from his basic attacks so he doesn't get double crit chance on his basic attacks but only on his Q and slightly reworking Q
His Q ( Steel Tempest) STATIC COOLDOWN: 2.5 - 1 (based on bonus attack speed) For this i would add a stack more for the gathering storm and to compesate for that i would like to add a new effect like the one Camille has on her Q (Precision Protocol) so FIRST CAST - STEEL TEMPEST: After a 0.54 - 0.18 (based on bonus attack speed) seconds-delay, Yasuo thrusts his sword, dealing physical damage to all enemies in the target direction and granting Gathering Storm upon dealing damage. this would stay the same with cd numbers changing making it more frequent
SECOND CAST - STEEL WIND RISING: after casting the second one it has no cd and after having 2 stacks of steel tempest u can choose to wait for recast for 1.5 seconds to use (Wind Lance) if not u can use it again but the third one cannot crit and it will have the same effect as the current 3rd cast Wind lance - Yasuo after waiting 1.5 sec after second cast can use wind lance which is a forward slash ( much like Devil May Cry 3 - Dante Rebellion Stinger) ( https://www.youtube.com/watch?v=C7AI9ta0apc ) link for the video whic would have EFFECT RADIUS: 420 and TARGET RANGE: 551 dealing 20 / 40 / 60 / 80 / 100 dmg + knocking back minons and slowing targets in the area for 20-50 % scaling with level
Fourth Cast - GATHERING STORM: Yasuo consumes all stacks to unleash a whirlwind that travels an increased distance in the target direction, dealing the same damage and knocking Airborne icon airborne all enemies hit. Steel Tempest's Airborne icon knockup does not gain increased range when cast during
His R ( Last Breath) For this i would add an area of effect below his target that gives allies a small movement speed buff 4% BONUS MOVEMENT SPEED to strengthen his synergy when ulting with his team members assist
This would change a lot of his play style where he would go to be using Q more for his dmg seeing that is more likely to be dodged by others making him more healthy and fun to play