Ideas for Yasuo Changes
Base Stats -Old Health values are returned
Passive: Way of the Wanderer -Old Shield Value is returned -Shield duration now 1.5 seconds
Q: Steel Tempest -Remains the same
W: Windwall -Costs 50% of Yasuo's current flow. -Returns flow every time a non minion/monster projectile is consumed by the wall. The value at how much flow is returned is based on rank and how much flow is consumed when Yasuo uses windwall. If Yasuo uses windwall with 0 flow it returns 0 flow from projectile consumption. (The values won't be crazy high so he doesn't go from 0-100 flow instantly in teamfights with windwall alone) -Cooldown slightly increased
E: Sweeping Blade -Returns flow on use increasing with rank -Cooldown changed to: 2 / 1.5 / 1 / 0.5 / 0
Current stacking mechanic: MAGIC DAMAGE: 70 / 90 / 110 / 130 / 150 (+ 60% AP)
MAXIMUM DAMAGE: 105 / 135 / 165 / 195 / 225 (+ 60% AP)
Each cast increases the next dash's base damage by 25% for 5 seconds, up to 50% bonus damage.
New stacking mechanic: MAGIC DAMAGE: 20 / 25 / 30 / 35 / 40 (+ 60% AP) Now can stack up to 6 times. Lasts for 3.5 seconds
Rank 1: 50% per stack for a max of 80 damage Rank 2: 75% per stack for a max of 137.5 damage Rank 3: 100% per stack for a max of 210 damage Rank 4: 125% per stack for a max of 297.5 damage Rank 5: 150% per stack for a max of 400 damage
The idea behind this is that pre nerf Yasuo could get a few stacks easily and then do a ton of burst damage to you with a very low rank E early on which was stupid. This way his E starts out with really low base damages and once he gets to that 6 stacks he is rewarded with a lot more damage with E. More risk involved but a greater reward.
Since he can get up to pretty high damage with it at max rank the stacking lasts for 1.5 seconds less to make it harder for him to retain the damage.
Numbers might be a little op or something but that would be the idea
R: Last Breath -Only works with true knockups (meaning he can't ult off of Trundle Pillar, Thresh Flay, Vayne Condemn, Dragon Knockback, etc.) -Higher Cooldown if he ults off of ally knockup -Bonus armor pen only applies to targets that are ulted by Yasuo -Bonus armor pen is increased if Yasuo ults off of his own knockup -Yasuo gains a higher shield value that persists for longer if he ults off of his own knockup (remember that he is granted maximum flow on cast) -Instantly kills Riven
Overview of the changes: What I am trying to do with these changes is the following:
- Make his early game not complete garbage anymore so he actually has winning matchups
- Discourage button mashing by making windwall cost flow but reward him if he uses it wisely. He also has no resource so this would somewhat help "restrict" him similar to mana users.
- The new E stacking mechanic involves more risk but higher reward to prevent the case with pre nerf Yasuo where he could get ezmode damage on you with a rank 1 or 2 E with no effort. The increased cooldown at earlier ranks also makes it so he is less irritating to play against during laning and prevents him from abusing the early damage too much again. However, he is rewarded later with a 0 second cooldown on it. Since he now needs to use flow to use windwall getting flow back from E would be a good way to make it so he isn't totally gimped by using it.
- Reward Yasuo for setting up his own plays and make his ult not stupid anymore.
- Riven sux :^)
Thoughts?
These items grant +155 AD, +40% AS, +40% Crit Chance, +50% Crit Damage, +6% MS and the Shiv shock proc.