@Meddler Yasuo Update

Gear5Luffy··4 votes·927 views
https://static.lolwallpapers.net/2016/08/57b9f3a27cd7b-932x620.jpg

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

4 Comments

Sorin Alucard2 votes

This would gut him as a champ

Sorin Alucard2 votes

Q ideas: not bad. I'd have to see them animated but the idea of 3 different q's sounds interesting. W: having the animation cast out in front instead of from his sprite is a fair compromise in my opinion as long as its coded right. I've suggested the same change before E: No way. The E stacking with each cast is actually better overall. Its actually bad if yas dashes on you first because it does the least amount of dmg. If he has to stack the dashes, you can track his aggro if he starts dashing through minions. That's your counterplay room. With this change you'd be nerfing yasuo moving through waves and also nerfing his teamfight. This is especially bad if you're gutting his crit on top of this R: increased ms, meh could be good, with the crit nerfs it wouldn't really matter

Passive: You can't take away crit without making so many problems. He'd have so much trouble itemizing he wouldn't really be able to come online and he's already sitting at a pretty bad win rate as is. On the flip if you take away crit and compensate with raising all of his dmg you risk making tanksuo and bruiser yas super oppressive options. I think its better that you have chances to blow him up just like he has the chance to blow you up. It fits the champion identity better.

If anything should be changed for sure, its wind wall and his defense stats (he needs a greater resistance growth rate as oppose to dmg changes). Riot almost gave him an ult length increase (further than q can be cast) and that makes him more viable for teamfight since he can sit on backline like a squishy should.

ps - personally have nothing against your ideas or anyone presenting ideas. Just wanted to give my honest feedback :)

Gear5Luffy1 votes

kind of agree with your E opinion the thing that i wanted to change is that he should be punished for using E without planing and just harrasing in lane

Sorin Alucard1 votes

If he's dashing with shield he's got advantage on the harass so you really should only be focusing maybe an auto or range attack to pop the shield then back up. If he wants to be aggro with shield down thats a usually a losing trade for him. His advantage and disadvantage are linked in this sense as he has more capability of engaging/forcing trades but if you pop his shield before he engages and plan a short trade he loses out. He'll have to dash to get away and although annoying there is a high cd on what he's already dashed through. If you pressure up on him near the minions he's used you can punish harder. If he misclicked on you for one of the early dashes punish him and back up.

Yeah he's scary but most players (including myself a lot) have a hard habit to break of not mixing up the dash patterns. His E is negligent if he isn't A.) hitting you with the full stack and b.) attempting to hit you with it before shield is up. If he's got a readable pattern after 1 or 2 trades you can plan where to hit him.

You'll know a yas player is on his game if you see his bar almost full and then he engages. If he does this back up as soon as you pop the shield and deny an extended trade. He'll probably do more dashes to charge the shield but then the retreat weakness applies again.

Hope this helps.

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