Yasuo: Thoughts and Discussion
I want to be as fair as possible here:
~ Yasuo has a very overloaded kit: shield passive, free crit chance that isn't balance properly, shield just for moving around, AoE attack to stack multiplicative with his autos that also acts as a long range knock-up, invincibility shield for him and his team and stops CC (10x strong than a Kayle ultimate and Olaf ultimate COMBINED), dashes without a cooldown, insanely long range blink, free pen, and more crowd control on a mobile champion.
~ Yasuo is just straight frustrating to play against and you never want him on your team either.
~ Wind swordsman is not actually seen here, this is suppose to be his main thematic.
~ This may sound weird, but making Yasuo an ability power champion may be the better approach that way there is no quadruple scaling from having a spam ability and basic attacks, this will make it easier to balance in the future since attack damage will be for attacks and ability power will be for abilities (this should sound familiar, because this was the original intention to AD and AP since League's inception and we should go back to this simple formula).
~ Benefits to have him be AP is that we can have him build items like shiv still and remove AD-tank yasuo to bring him back in line as a squishy damage dealer.
NUMBERS ARE EXAMPLES ONLY!
Way of the Wanderer (Passive): Yasuo's critical strike chance is doubled and his critical strikes only deal 150% damage. His damaging abilities can critically strike.
Steel Tempest (Q): Static Cooldown: 4 - 1.25 seconds; Range: 450 units Passive: Yasuo's bonus attack speed reduces Steel Tempest's cooldown.
Active: Yasuo stabs his sword in the target direction dealing 60/80/100/120/140(+40%AP) physical damage to struck enemies.
Upon hitting an enemy with Steel Tempest grants Yasuo Gathering Wind for up to 7 seconds, with two stacks of Gathering Wind will cause the next cast of Steel Tempest to consume Gathering Wind to unleash a tornado at double range dealing 80/110/140/170/200(+60%AP) magic damage and knocking up for 0.75 second.
Steel Tempest applies on-hit effects.
Wind Wall (W): Cooldown: 30/27/24/21/18 seconds; Width: 300/350/400/450/500 units Yasuo summons a moving wall of wind in the target direction with 100/130/160/190/220(+100%AP) health for 2 seconds that blocks all enemy projectiles in its path.
Howling Blade (E): Cooldown: 14/12.5/11/9.5/8 seconds; Range: 400 units Yasuo spins around his blade dealing 80/120/160/200/240(+70%AP) magic damage to nearby enemies and creating an upward draft lifting Yasuo into the air for the next 2 seconds, doubling his movement speed and allowing him to go over terrain.
Casting Steel Tempest while airborne from Howling Blade will cause Yasuo to dash straight down and knock-up enemies for 0.75 second, dealing Steel Tempest's current damage.
Air Ride (R): Cooldown: 140/110/80 seconds; Range: 900 units Active (1): If Yasuo is currently airborne then he can dive to the target location and then rise into the air with struck enemies for 1.25 seconds, dealing 100/150/200(+80%AP) magic damage over the duration.
Active (2): Yasuo can also dash to an already knocked-up enemy to suspend all airborne enemies in the air for a further 0.75 second, dealing 100/150/200(+80%AP) magic damage over the duration.