Yasuo Rework Proposal
Passive -
Flow is unchanged
Yasuo now begins with 0% bonus crit but has full crit damage (used to be reduced crit dmg) until this passive procs: When yasuo earns a kill or 2 assists on an enemy champion(s) he gains 10% bonus crit chance but the crit damage is decreased by 1% (stacks 10 times for a total of 100% bonus crit and 90% crit damage)
EXPLANATION: This makes it so yasuo now has to earn his power spikes by making plays instead of building 1-2 items. The more kills he can get the faster he can spike while if he is worse at yasuo the spike will come slower giving good yasuos more room to seperate themselves from the bad ones. For example, a yas that hits a 5 man tornado, grabs 2 kills and 3 assists will get 3.5 stacks from the one play and be 35% to his full power. By the time his passive reaches 10 stacks it will be identical to the old passive.
It also gives a level of counterplay. Instead of beating yas in laning phase 0-4 and 2 towers, him buying 2 items and one shotting you, if you can preform well against a yas, starve him of kills and make sure he has no map pressure he will not power spike nearly as fast.
Q - Unchanged
W - Unchanged
E - Yasuo's dash now has 3 charges on a 15 second refill cooldown. Yasuo instantly refills the next charge if he dashes through a UNIQUE enemy champion.
**EXPLANATION: ** Right now, yas's E is just a cluster of spam to win in low and even high elos. I have seen first time yas's carry game with spam e as far as D4. It's one of the reason his skill floor is lower then it should be. By forcing the yasuo to choose when he needs to dash instead of dashing just because he can you promote critical thinking and risk vs reward gameplay.
R - Tweak - Using yasuo's ult no longer resets the knock-up on yasuo's tornado unless it hits 3 or more champions.
**Explanation: ** It's unnecesary cc that lowers yasuo's skill floor again. By having basically 2 knock ups for 1 move on an assassin/assassin fighter I feel like it provides a level of protection that a good yas doesn't need and becomes a crutch. Also by limiting the bonus cc to only applying when yasuo hit's multiple enemies it rewards yasuo who hit well placed tornadoes and make plays.
The goal of this proposal was to raise yas's skill floor as he is meant to be a high risk high reward champ, not freelo.