Yasuo rebalance idea
Let me say something first: I think Yasuo is a well designed, decently balanced champion. Strictly speaking, he doesn't NEED nerfs; he has enough weaknesses as is.
That said, lower levels in particular have issues dealing with Yasuo because they fail to identify his windows of weakness. As such, I'll be targeting his defenses.
A straight nerf isn't necessary, so some buffs should be made alongside any nerfs to keep his power level from dropping too low.
So, here we go.
Let's start with his passive shield.
- Resolve is removed from his passive, and is made a passive component of Windwall. Still scales with level.
- Being motionless causes you to lose 30% max flow per second. If your shield is active and you are motionless, the shield decays.
- Now generates 1/2/3/4/5% max flow when you damage an enemy with basic attacks or Q.
Yasuo becomes much squishier and vulnerable to poke at levels 1-2, unless he sacrifices his damage output/mobility at those levels. Yasuo is forced to skill W early even in melee matchups. Yasuo loses his flow if he tries to recall or TP, as well as if he gets CC'd. To make up for this, flow generation is improved significantly in the late game, increasing the number of shields he gets off in a teamfight.
Now, Windwall
- Duration lowered to 2 seconds from 3.75.
- Yasuo can redirect his windwall while the wall stands. Using a vector cast, he sends a gust of wind to change the direction the wall faces and send it flying 400 units forward over 1 second. This travel time will replace the remaining duration of the wall.
He loses out on sheer duration, lowering the zoning potential of the spell, but gains higher potential for skill expression with the ability to block attacks from multiple directions or to protect allies from a short distance away.