This is why Yasuo can never be balanced

Jefftiffy··7 votes·3,494 views

Yasuo has long had the issue of being hard to balance and being broken in that he is really durable for a carry, but the thing is he has 2 loaded abilities in his kit.

Wind Wall RANGE: 400 COOLDOWN: 26 / 24 / 22 / 20 / 18 Wind Wall ACTIVE: Yasuo creates a gust of wind that travels forward to form a wall 400 units away from himself. The wall slowly drifts forward over 3.75 seconds, blocking all enemy projectiles (including Baron, Dragon, jungle creeps, and minions) with the exception of tower hits. WALL WIDTH: 300 / 350 / 400 / 450 / 500

This is okay. Gives a melee carry a survivability point with clear weaknesses. It may be loaded but you can deal with it.

Last Breath RANGE: 1200 COOLDOWN: 80 / 55 / 30 Last Breath ACTIVE: Yasuo blinks to the nearest visible Airborne enemy champion to the cursor, instantly generating maximum Flow. Upon arriving, he suspends all airborne units within a 400-radius of his target in the air for 1 second. PHYSICAL DAMAGE: 200 / 300 / 400 (+ 150% bonus AD) Once he lands, Yasuo deals physical damage to all nearby units and gains 50% penetration to bonus armor for 15 seconds (this affects armor from items, buffs, runes and masteries).

This is where the problem is. It's a high damage gapcloser with a huge armor pen value that has 0 counter play as it counters anything you could build to stop it and the only solution is to not get hit by one of the many CCs in the game. On top of it it does 400 damage with huge scaling late game as well as giving him even more survivability in an already no cost kit on low CD.

What nerfs needs to happen before Yasuo can ever receive buffs to make him less toxic towards non-assassins.

  1. ult CD needs to be increased, 30s is way too insane for a CD on something with that much utility. Move it up to 45s to make him actually have to choose his ults, without hurting him too bad. (50% uptime on that buff is way too powerful, especially when he normally builds a ton of damage and even armor pen too)
  2. Reduce armor pen to 35% on ult to allow actual counter play other than not getting hit by it and him after he already is in your face. He shouldn't obliterate a tank while they can't even fight back. Killing them under 3s with 4k hp and 200 armor when it is a 15s buff.
  3. Make it give 100% -> 50/75/100% flow shield on cast to emphasize his early game squishiness.
  4. Make his ult not benefit from itself on the armor pen (why does it even do this in the first place...)

What this does. Gives room for counter play to Yasuo and allows him to get his abilities balanced rather than ignoring the loaded abilities in his kit. #3 really just is to emphasize his weak early game.

I have nothing against Yasuo as a champion. He just is frustrating to play against (it's a kill him or he becomes a monster games if he picked him right) and somehow became very binary when he could be very complex. These nerfs would allow people to at least be okay with the amount of times he can use his ult. And may even open up his Q and E for adjustments and even his passive.

6 Comments

Stephenizgod6 votes

No its his double crit passive... how can you balance someone who exploits the most damaging item mechanic in the game. He breaks the very thing that keeps Crit stable, Crit Chance. You are held back by Crit Chance items not giving much, gaining a large amount of Crit Chance comes at the cost of buying more damaging items (thus making your crits strong). Yasuo removes this limiter is allowed to reach 100% crit chance AND build damage items to make them stronger.

If Yasuo didnt have double crit chance he would be so much more balanced.

Keevalroy4 votes

This, I want that crit passive removed - no, not replaced, just removed from the kit. Then after that, his ult needs adjusted so that when it procs, it's only off of real knockups. Not a Lee kick, not a Draven E, not an Anivia wall, something like a Vi ult or Malphite ult.

Derptionary1 votes

Then you'd just be making another useless champion that does nothing except for if he plays with maybe 10% of the champions that have actual knockups in the game.

Jefftiffy1 votes

{quoted}

Then you'd just be making another useless champion that does nothing except for if he plays with maybe 10% of the champions that have actual knockups in the game.

The amount of champs that he can use for his ult is far greater than 10%. I never said to remove interaction with any of these. Making his ult less useful means that it is more acceptable to interact with other abilities. And I said it would open up buffs to the rest of his kit.

And no the problem is not his passive. They nerfed his shield to almost uselessness, so his passive if more of 1 and a half. You think his passive is strong? Look at Poppy's. Reduces all damage by half that exceeds 10% of her current hp.

Crits aren't too bad when he does 225% damage instead of 250%. If you lower the amount of armor pen off his ult you decrease his damage further against champs.

You talk about a nerfing something they purposely nerfed him through itemization. They took away crit from static shiv to make is less desirable to people like Yasuo. (5% taken away = 10% on Yasuo, pretty big nerf).

I'm not sure you guys realize just how big a 15s passive ability is. cough look at gnar cough cough

Stephenizgod2 votes

The reason they have to nerf Yasuo so hard is because of his double crit chance... You cant have an AD champion with a ton of mobility hitting people for double damage every hit and have him impossible to kill. Remove the crit chance and Yasuo can be buffed to make him go in the direction they want him to go.

Zëd Lęppelin2 votes

So many comments about "Yasuo has to play with someone with a knock up" YASUO has a very long range, easy to land knock up HIMSELF. As Stephanizgod say the 100% crit with two items is just stupid, he has so many extra item slots to build tank, AD or armour pen. It's especially stupid when the only trade of is -10% damage on crits. Infinity edge exists giving +50% crit damage so even against someone with randuin's pathetic -10% crit damage, he's still dealing over 100% crit damage. (also the way he forces nearly everyone to build randuins is actually a hidden advantage) . Also wind wall. Also manaless. 0 cooldown dashes in lane. Windwall + dash + shield from passive = basically immune to poke. He just 100% safe farms while poking you until six then knocks you up and one shots you then says "ez" in chat.

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