Yasuo: Thoughts and Discussion

Stacona··1 votes·506 views

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.


5 Comments

Elphrihaim2 votes

how often can you successfully time two basic attacks clashing also that can make it very difficult to fight because your AA gets cancelled :X it's, overall, stupid.

Scaling Q with AP and AS means lolNashor's and then crying

And scaling off of AP means that Yasuo's Q CD scaling with AS and not CDR sucks because there's not really any good choices for grabbing what you need (since now you need AS/AP/Crit)

Though I see E/R have normal cooldowns so this is less bad

Windwall with that low a Health value, and no resistances, is going to die after blocking just one projectile most of the time, be it basic attack or ability cast. You already nearly halved the duration of it, why are you also making it have a hard gated Health value???

is R castable while CC'd, or did you mean from his E?

Stacona1 votes

better than PD, mallet, randuins yasuo - Nashor's Tooth is strictly just damage

Shiv, Nashor's Tooth, Grieves?

Wind Wall is drastically overpowered still and that is my version of it, it is just pure insanity broken right now, but it will do its job - just no longer on an absurd level - the point to it is blocking that morg binding, it shouldn't persist forever beyond that and grant invincibility.

I think it be cool to have R full out on the knock-up element, work with his own airbornes, his team, and against enemies - it is now a dash to give better clarity and no longer blinks to his target.


Clashing of swords passive was a bold experimental idea,could be a cool defensive passive of using your basic attack at the right moment to counter your opponent's attack - turns yasuo into more of a timing skilled champion rather than be another basic attacker with infinite dashes, blinks, invincibility, and knock-ups (yasuo is always severely busted every time you think about his kit)

Elphrihaim1 votes

{quoted}

better than PD, mallet, randuins yasuo - Nashor's Tooth is strictly just damage

That's true, it does do a good job of removing powerful off-tank builds which create pure furstration

Shiv, Nashor's Tooth, Grieves?

Yes, that gets you the Q CDR and a woefully short amount of AP with which to scale your damage up with. You also don't have the AD to make your basic attacks have much influence.

Wind Wall is drastically overpowered still and that is my version of it, it is just pure insanity broken right now, but it will do its job - just no longer on an absurd level - the point to it is blocking that morg binding, it shouldn't persist forever beyond that and grant invincibility.

3.75 second duration with no HP is, yes, ridiculous However, reducing both the duration and giving it a pathetically low amount of Health is removing basically all viability from it.

I think it be cool to have R full out on the knock-up element, work with his own airbornes, his team, and against enemies - it is now a dash to give better clarity and no longer blinks to his target.

That's certainly cool, I'll admit, and it probably isn't broken-- It's just weird to see an ability whose activation requires the caster being CC'd, because now being CC'd is a goal and not a punish. With other abilities that can be cast while CC'd, the CC isn't punished, only negated in full or in part.

Clashing of swords passive was a bold experimental idea,could be a cool defensive passive of using your basic attack at the right moment to counter your opponent's attack - turns yasuo into more of a timing skilled champion

There is not really any skill to be had in timing autoattacks unless you're playing on a 0 ping environment. Since that is not the general case, it's not going to be successful.

rather than be another basic attacker with infinite dashes, blinks, invincibility, and knock-ups (yasuo is always severely busted every time you think about his kit)

-He doesn't have infinite dashes, they require an enemy target and have a per target cooldown. Yes, it's enough that he almost always can dash forward if he's fighting up your lane, but it's useless if he's retreating or otherwise interacting. -He has one blink, and it requires the target being knocked up already -He has no invincibility, he has projectile cancelling (the difference being that if your thing has no projectile it still works just fine) -He has one knock up that requires he hit twice with his Q beforehand (admittedly with his Q being on a 1.33 second cooldown and being able to hold that knock up for 10 seconds that's not saying much)

Stacona1 votes

i made it so all of the abilities can crit, so shiv might not give ap, but it gives more damage because of the crit chance and the shiv's lightning passive, and then you build ap after that. The gameplay I am thinking to be less bursty and more sustain damage, which what Yasuo should be now, but forcing out the tank/off-tank builds and forcing squishy yasuo.

Sivir/Nocturne can only stop one ability, no attacks included, and cannot save allies with their spell shields - wind wall is much more powerful than that still and can stop multiple abilities/attacks even treated as a shield. Also do not look too closely to the numbers because if it seems too weak it can be buffed up, the point to these ideas is make it so Yasuo is more fair to play against so that when he is weak he can receive buffs without the requirement of 10 nerfs to follow up on 1 buff. Also Wind Wall should not persist, its focus should be about slicing up Dark Bindings and not shutting down an enemy team completely for a very long time.

R triggers with the E change, or your own knock-up/ally knock-ups, but using an ult to counter a malphite ult could be something worthy to test out at least. The difference is one active is free-cast while the other is targeted.

Yea, sword clashing probably not good for the game, honestly Yasuo should just have one passive - double crit is good enough anymore is exceeding his power budget (yes, Yasuo has too much power in his kit).


You are trying to justify a champion kit that should have NEVER been released, it has way too much power disobeying the power budget law and just has things straight not good or healthy for the game, period.

Elphrihaim1 votes

{quoted}

i made it so all of the abilities can crit, so shiv might not give ap, but it gives more damage because of the crit chance and the shiv's lightning passive, and then you build ap after that. The gameplay I am thinking to be less bursty and more sustain damage, which what Yasuo should be now, but forcing out the tank/off-tank builds and forcing squishy yasuo.

The abilities being able to critically strike, but not having any scaling with the stats that the items with critical give you-- beyond some amount of Attack Speed, likely exceeded by purchase of Statikk Shiv and Nashor's Tooth and Berserker's Greaves-- makes it not particularly functional.

The whole reason why Statikk Shiv works so well with Yasuo is because he has a good way to move distance with his E, and his Q also stacks it-- removing half of that synergy means he has rather little reason to build Shiv, besides the critical chance.

Which he doesn't really want to grab, seeing as it's going to be stats that he can't really use.

Yea, sword clashing probably not good for the game, honestly Yasuo should just have one passive - double crit is good enough anymore is exceeding his power budget (yes, Yasuo has too much power in his kit).

A good solution to both of these problems?

Making his critical strike chance work differently, or some other stats, so that he can continue to scale strongly with the stats that do exist on items with extant critical chances.

Sivir/Nocturne can only stop one ability, no attacks included, and cannot save allies with their spell shields - wind wall is much more powerful than that still and can stop multiple abilities/attacks even treated as a shield.

I don't think giving it both a Health value and a clipped duration is a good solution. Yes, it's more powerful than those two spell shields-- and it's on a slightly longer cooldown and doesn't always work..?

Also Wind Wall should not persist, its focus should be about slicing up Dark Bindings and not shutting down an enemy team completely for a very long time.

I disagree-- it needs to persist, so that it functions to let him survive or contribute to ally survival.

R triggers with the E change, or your own knock-up/ally knock-ups, but using an ult to counter a malphite ult could be something worthy to test out at least. The difference is one active is free-cast while the other is targeted.

It's super painful regardless, because the enemy is rewarded for you doing the right thing!

You are trying to justify a champion kit that should have NEVER been released, it has way too much power disobeying the power budget law and just has things straight not good or healthy for the game, period.

No, I'm really not.

Where am I justifying? Unless pointing out weaknesses that you're ignoring counts as justifying something to you.

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