(Old) Ideas for a new Yasuo

JaeCryo·11/23/2015, 8:39:19 AM·1 votes·562 views

So, a long time ago (almost two years) Yasuo was released, and he followed the same path most carry champs take when released that I'm sure you can guess.

That being said, after looking back into this game after some time, I thought about some ideas I constructed almost a year and a half ago and have shortened from when Yasuo was at the height of his initial popularity. Anyone who's been on the forums for a while will see how old this post is (RIP old Forums).

Anyway, if you want, here it is:

Yasuo's main problem is this: At some point during his conception, he was designed to cover his own flaws inherent to his role, which ended up being a melee ADC, in order for his actual gameplay to match his conceptual design. Admittedly, the mishandling of this role in this way has been pretty universal, especially with how Tryndamere and Fiora are handled (Future Jae here, we all know how Fiora has been handled since then but the point still stands). He was conceived as a champion with the themes of a Samurai: A durable warrior who fought deliberately, thematically, decisively, and with no hesitation. To me this sounds like a fighter who is able to sustain damage in fights, but is powerful in singularly focused duels with well-placed timing. Thematic roles like this are, ideally, the final destination for champions to reach towards the late-game, at least if the champion is well designed (Orianna, Trundle, Renekton but as said before some of these champions must suffer the band-aid because their desired design just makes them stronger than others and therefore what we know as FOTM champions i.e. "The Renekton Bar) (Future Jae here again... these standards change with every patch but that was the standard at the time of this post). The problem with Yasuo, for me, is that reaching this "power fantasy" is designed asynchronously with his actual abilities. As I've hinted at, this seems to be a running theme with the other Melee ADC's (how often do you hear the name Tryndamere, Fiora, or Master Yi come up begrudgingly?)

Yasuo's current state and his kit reflects this struggle. His "op'ness" is a result of a kit that is intentionally overloaded in order to reach the power-fantasy that is at the core of his design. How so? Yasuo should be a Fighter, but he plays like an Assassin. Most of Yasuo's design troubles come from an Early-Mid game domination that is necessary to reach his late game. He is mobile, given multiple tools to survive counterplay (Windwall and a shield that is factored by his natural mobility), and is given a x2 crit chance passive to help him kill to reach his power-spike. Although Yasuo is "balanced" through things like depending on teammates for strong initiation for his ult (which is uncharacteristic for a Lone Wanderer anyway), his shield being pokeable, and a wall that is surmountable, any competent Yasuo is able to overcome these thematically incoherent "weaknesses". At the end of the day, Yasuo's design can essentially "outscale" counterplay.

TL;DR In my opinion, Yasuo must be redesigned as a fighter by nature, and not a fighter with an assassin mentality.

How would this be done? Without totally reworking the character by changing some of his abilities, which would be very very far off at best, some things need to be changed around in his kit to support survivability as a fighter, and not the "counter-counterability" that he has now as an assassin.

Passive- Way of the Wanderer: Yasuo builds a resource called "Flow" whenever he moves. Upon reaching max flow, each of Yasuo abilities receive and additional affect. Reaching maximum Flow will reset Yasuo's abilities. Effects from empowered abilities do not stack with those of the normal ability itself. These affects will force Yasuo to forgo his dependency on filler attributes like critical damage, armor-pen, and built-in free survivability that were originally arbitrarily tacked on to his design, but compensates with utility and thematic gameplay in mind when used timely.

(Q) Steel Tempest- A skillshot. Yasuo activates the flow of wind around his blade, guiding his arm and causing him to thrust it from its sheathe (think Jetstream Sam's "gunsword"), dealing physical damage (80/110/140/170/200 +%90 AD). If cast while dashing, Steel Tempest will strike as a circle. At maximum Flow, Steel Tempest will activate a whirlwind applying a slow to enemies swept along for a duration (15%/20%/25%/30%/35% for up to 1.5/1.75/2/2.25/2.5 seconds. The cooldown no longer scales with Attack Speed (now correctly scales with Cooldown Reduction.) Range- 525 Cooldown- 8/7.5/7/6.5/6 seconds Yasuo's Q is no longer a glorified upgraded auto-attack. It doesn't activate on-hit effects, but gains utility and retains use for Yasuo's melee-ranged nature without being simply an auto-reset

(W) Wind Wall- Yasuo slices across the ground with the force of a hurricane, creating a wall in front of him. While activated, Wind Wall blocks all auto-attack projectiles, and a certain number of enemy abilities up to a cap (1/2/3/4/5), for 4 seconds, whereupon the wall disappears. Only one wall can be up at a time. At maximum Flow, Wind Wall absorbs ALL projectiles for 6 seconds. Range- 400 Cooldown- 22/21/20/19/18 seconds Yasuo's wind wall serves the purpose of its original design, but is more forgiving for the enemy, especially early on. However, Yasuo retains the ability to make game-changing plays if the wall is timed correctly with Flow.

(E) Sweeping Blade- A skillshot. Yasuo charges the power of the wind behind him, causing him to dash forward with an overpowering gust, dealing damage to all enemies in his path 50/65/80/95/110 (+0.5 AD) physical damage and knocking up the first enemy hit. Sweeping Blade will grant extra flow for the distance traveled if an enemy champion is hit, this amount is increased when more champions are hit (20%/40%/60%/80%/100%). For reference, an average E casted with current Yasuo will restore about 15% of his Flow (Future Jae: These values have since drastically changed of course) At maximum flow, Sweeping Blade has a farther range (525), and knocks up all enemies hit. Range- 425 Cooldown-12/11.5/11/10.5/10 seconds Yasuo now has a gap closer and no longer a spammable dash but, if timed correctly, could potentially double the range (similar to Renekton getting a second dash for hitting an enemy; in this case, it requires more than just one) and allow for outplaying. Now provides utility and when timed with flow, allows Yasuo a secondary method of activating his ult (by himself as a LONE wanderer should be able to do...) but only for a focused target that requires a dedication to engage, and can be dodged (imagine the speed of Shen's taunt).

(R) Last Breath- Ultimate Ability. Moves to a unit and strikes them repeatedly for heavy damage. Can only be cast on Airborne targets. Blinks to an Airborne enemy champion, dealing 175/325/475 (+100% bonus Attack Damage) physical damage and holding all Airborne enemies in the area in the air for an additional 1 second. Grants maximum Flow. Increases movement speed by 20%/25%/30% for 5 seconds (4 seconds upon ending the animation). Range- 1200 Cooldown- 110/95/80 seconds Yasuo's ultimate retains its use as a form of a chain ultimate to sustain Crowd Control while applying some damage. The needless Armor Penetration granted on Yasuo is removed, but the potential to cast an additional empowered ability supplies sufficient compensation, movement speed granted to gain extra flow during the fight, while reflecting the mobility originally desired for Yasuo with him weaving through the battlefield, as well as his enemies.

(Future Jae: I had stats made up for him when the game was some time into season 4 a couple months after Yasuo was released, but for now, lets just say he was given basic Top-Lane "bruiser" stats.)

1 Comments

ModWulf Helhammer11/23/2015, 10:30:22 AM1 votes

What you are doing is confusing terms. Fighters are the likes of Renekton, Pantheon, Lee Sin, Rek'Sai, Jarvan, etc. Champions that have good damage, but only when they sacrifice on the survivability, which then leads to them building high damage, high tank, or a mix, usually on the side of tanky.

What Tryndamere, Master Yi, and Yasuo are are melee ADCs. Basically a replacement for a normal marksman, where they do high amounts of sustain AD damage. The thing is is that since they are meant to build full AD, but lack the safety that range has, they need something more then just the melee base stats. Hence they all have some kind of survivabilty. Tryndamere has a heal and his ult, Yi has a heal and (granted, requires skill) untargetabilty. Yasuo has his shield and his Windwall.

Yasuo is theoretically able to go bot lane with a support and replace your normal ADC, as he builds nearly the same items. It just so happens that the defenses built into his kit aren't enough for him to go bot lane with regular success, so he made his home in mid lane.

-_-

In closing, I, as a Xerath main, find Yasuo completely fine, only a problem if he gets really fed from poor decisions on mine an my team's part. Unless the Yas is significantly better then me skill wise, then I can almost always beat a Yasuo as Xerath. Your rework basically is gut everything core to Yasuo, without giving him something in replacement. You take the crit out, so he needs to have increased damage elsewhere to make up for it. You reduce (or even take away) his survivability, but without giving him anything in return. And all this goes back to my original point on you confusing terms. Yasuo isn't meant to build strong defensive items (or no more then the typical marksman would). He's meant to build full glass canon, but he's melee, so he's designed with compensation for that.