I miss being able to start [E] & Boots on Yasuo and relying on outplays early game...
Before the Season 6 update, I could start a match on Summoner's Rift as Yasuo with Boots, health potions, Yasuo's [E], about 10% Crit chance in runes, and being able to win lanes against many opponents, INCLUDING mirror matches, by outplaying/outmaneuvering opponents rather than trying to simply overpower them... but now that doesn't work anymore, as now whoever lands the most critical basic attacks & [Q]s early game wins...
I may be bronze, but I have over 270,000 mastery points with Yasuo. I do know how to play him, not the best, but still considerably well. I've been mainly playing him since early 5th Season mostly because I think he's cool; not just recently because of the new update which I suppose has broken him to a degree, as much as I hate to say it.
It seems like parts of Yasuo's kit isn't even valued anymore. For example: Yasuo's [E] has been good for chasing, escaping and even evading skillshots while Wind Wall is on cooldown, but its only real worth now is to get up in people's faces and nothing else...
I REALLY don't want to see Yasuo get nerfed, but I can't have fun playing him like I used to anymore. :( Instead, I'd rather I'd like to see many of these new season changes revised or reverted to how they where in Season 5.
People are now playing Yasuo more for the kind of (As I perceive it) "Unfair Unstoppable-ness" that makes me not want to play certain champions, like Darius (Esp. with the recent addition of a heal to his kit), Fiora (Slows, True damage and dashes to top it off), LeBlanc (massive damage dashes with a teleport back to the starting point), and Fizz (Ridiculous damage-over-time potential on auto-attacks, dashes and an easy, absolute damage evasion ability). I think this also kinda relates to the "Are all Fizz mains jerks?" thing, since the main appeal to playing Fizz, as I see it, is essentially to be mean and prevent your opponent from having fun.
Other than Yasuo, I think the nerf on Teleport's cooldown and Tower Resistances is just absurd. TP did have a lot of significance in lane pressure and such, but even still, I'd much prefer to have it stay that way than to have it as it now is, where every lane is loses tower after a laner's first or second death, and a match is almost always a complete stomp; so one-sided that there is almost no room for comebacks and hence a lot less fun for the losing side and less reason for them to continue.
Does anyone feel the same way, or similar? q.q
Btw sorry for the rant...