Yasuo Wind Wall (What's the firkin deal O.o???)
I have Since looked more and more into this ability, watching videos, reading wiki's and boards, and the more I read and watch the more fickle and convoluted it becomes. The amount of abilities it does and does not block requires time to learn, but isn't this a game, aren't you supposed to be able to lock in a champ and read their abilities in game to learn them and know right then and there how that champ functions?
No every time a new player picks Yasuo there should be a link attatched to the description of Wind Wall showing everything it blocks and does not block so that player can feel that they were properly informed and not cheated of their time when going into the game. "Then" that player should have the option of pausing the game until they have watched the video and learned each and everything Wind Wall does and does not block so as to feel they have not denied the necessary and valuable information with which to play and compete with their new champ.
I know that sounds excessive, and honestly I love the mechanic it's one of the best in League. What I am doing is stressing a point and looking closely at the integrity of a company I care about.
What people are asking for is some understanding of what he block and what he doesn't. The fact that he blocks "some" but not all is confusing and requires hours of playtesting in game to learn instinctively what can and can not be blocked. There is no other mechanic like it in league, it is one of the most fun, and most impressive, but also the most confusing and convoluted.
And honestly abilities should not require watching videos and tons of play testing and reading. They should be able to be understood by reading the text given in game or the players will feel frustrated and betrayed.
So here's a suggestion? All or none? Or... what if, and I like this one the most... what if, the Wind Wall had it's own center of gravity, and perhaps also it's own Hit Points. Then the larger, heavier, and harder the spell that was hitting it was, the faster it would break, or the further it would be pushed backward forcing more instinctive counter play on the allied team.
That way it could in fact be all or none, but the heavier spells would break if faster if perhaps the Yasuo playing currently had not chosen to level Wind Wall but other abilities instead. It might also be wise for ultimates to collapse if faster, then other things could come into play. As the Wall breaks HP could be stolen by Yasuo, or when it breaks his flow shield would strengthen for several seconds, I am sure there are many such ideas and examples.