Yasuo rework idea (original title.....)

SpartenA7991··3 votes·944 views

So i'm going to be honest. I don't like yasuo, but can understand why people love him. He is a BA samurai that uses the wind. Whats not to love. I also love it, but gameplay is kinda bad. I tried him once and only once. Got a pentakill, and now say his kit is at least over packed.

My idea is to make him more reliant on his "flow". Having his shield used could cost 30 flow. Make his abilities cost flow. Q could cost 20 flow. Wall (since it is alot of wind) could cost 50 flow. Ult could be 40? Make his simple walking gain flow as usual, but make his sweeping blade each use makes him gain 5 flow. It already has a 0.1 second cooldown so it should be easy to gather flow in lane.

Please be thoughtful in the comments and please add onto this idea. I think it would fix Yasuo's kit overloadedness. Downvote if you are just that type that gets mad about people thinking he is bad or whatever. Sidenote: I believe these numbers can competely be altered, I just want the idea to make sense. Make him rely on flow more. Currently its just for his shield, the idea feels unfinished and could be carried onto his other abilities in this format .

9 Comments

undesirable team3 votes

So.. no more infinite q's? This seems like a bad idea to me, the only thing that makes yasuo overloaded is the fact that he's resourceless. If this was implemented, then this would turn into a Gangplank before rework. Worthless.

SpartenA79911 votes

Excuse you? passive gives double crit and a shield. He has a wall that blocks everything, and at lvl 6 he gains a free 50% armor pen. add a last whisper and he would be doing basically true damage. Don't get me started on the infinite dashes....

Blazer Hellsing2 votes

hahaha no it doesn't, just downvote this noob and move on people. He got a penta with yasuo first time hahahahaha right right.

AsphodelNext2 votes

So the shield only costs 30 Flow, does that mean he can charge up to 3 shields? Does it trigger with a cooldown, or is it just when the first one runs out? It also really sucks against DoT because in teamfights, even getting hit by a single DoT is going to drain all your Flow and leave you helpless.

Numbers tweaks: Q costs 20 and you need 3 of them to trigger a knockup, that seems a bit high. Maybe like 10 or even just 5 per cast. W is a good reactive shield, but it would be cool to see Yasuo have moments where it isn't available. 50 is way too much, but I could see 30. E seems good, but Yasuo would be a bit feast/famine about whether he's playing around minions or not if you push it higher. 6 minions = 30 Flow, so you can get a full shield off a wave(very slowly...). Ult probably is fine where it is, but remember the combo is 3 Q's -> knockup, so Yasuo has to be able to at least do that with a full Flow bar.

I think the most important issue, though, is that you're overloading the Flow mechanic by adding ability costs to it. It's fairly complicated as it is; you get Flow by moving(more complicated than passive generation), and you get a small, short duration shield when it triggers(with the trigger being out of your control.) Probably too much to ask to manage Flow generation with ability costs, especially if you're looking to make costs high enough that only the best Yasuo's can generate enough Flow to use their combo smoothly.

The other issue is that being hit and losing Flow is a form of mana sapping, which is a pretty bad play pattern. Essentially, after you run out of mana/Flow, you become a boring right clicker. Sure, it's lots of counterplay for your opponent, but it's not complicated; all they have to do is hit you with an AA, and you're down 30 Flow. So now you can't use your ult-Q combo. And then they hit you again, and you can't use your W, and the pattern continues.

If you're going to make the ability costs go off Flow, I would say you should remove the shield. Make things a lot cleaner. Give him some more armor/health, or make his abilities more damaging to reflect higher costs(probably both).

SpartenA79911 votes

Shield passive would have a cooldown of maybe 15 seconds until the next shield could be used. Q should be at least 10. The idea of high wall cost is the in-game model looks like alot of wind gusts and constantly blow for a few seconds. Either it has high cost or the shield timer is shortened. He has a 0.1 second cooldown on dash, he could dash the same minons after the full wave and get full flow. Ult I agree is fine. I'm making this difficult because he is considered a high skill cap champion. So i'm making it so high risk and skill makes high reward. It adds counterplay, makes Yasuo build be a little more defensive, maybe a mix item like frozen mallet for hp and damage. Dashing through enemies would give you your flow because thats what yasuo does already. Removing the shield also works like you said and giving the armor health boosts, damage could work also. I'm thankful you took a long time and made a very detailed response to this post. You idea's also add to this. You're the reason I love the boards, intellectual conversations on balancing champions and helpful advice. Hopefully Riot finds this post and gives it at least some thought

DIRU1 votes

"i dont want yasuo to be playable, ever (the idea)"

ftfy

SpartenA79911 votes

More like "I want Yasuo to take skill to play."

DIRU1 votes

{quoted}

More like "I want Yasuo to take skill to play."

by gutting him so hard that only faker can play him at a decent level?

SpartenA79911 votes

Just enough to a reasonable level, not so a yasuo is a "I win and get fed" champ

More from Gameplay

More by SpartenA7991