Yasou rework. NOT a QQ thread
So someone else posted about Yasuo being overbearing, and I actually agree with both camps. He's very easy to shut down, but he's also stupidly easy to get fed with, even if you lose out in the laning phase. I popped off a quick idea for a rework, and I'm gonna copy it here to see what others think of it:
Honestly what I feel he needs is a rework. His kit should not be free. Right now the only mechanic that runs off of his resource from Flow is his shield only popping when he has it full. So where exactly is he getting the energy to dash around like the wind? Is he just farting out that Wind Wall?
Here's an idea, just a rough, quick, off the cuff rework for his resource:
Passive: *Yasuo generate Flow, a unique resource, through moving and using E. Flow passively increases his crit damage by .125%/.25%/.375%/.50% per point of Flow. At full flow, the next source of damage instead removes all Flow and grants him a shield which blocks a source of projectile damage. Remove the double crit chance on his passive, it makes crit items STUPIDLY cost efficient. Make him have to work for it. And I'm sorry but I don't care how strong the wind is, if I'm throwing a punch at you you're still going to get hit by it. Especially if that punch is a Malphite ult. Make a Yasuo choose between keeping that extra constant crit damage or using his flow for his abilities. It also makes it so that when he's in a tough spot, stuck between enemies, and his shield is triggered he loses the crit bonus that he's been keeping up for moving around like a champion who's theme is to stay moving and unhindered SHOULD. If he's surrounded he should be at a disadvantage, not stronger than ever.
Change his Q to where "Every third use of Q triggers a ranged tornado which knocks up enemies, but costs 25 Flow. Melee Q strikes can crit, but the tornado cannot." He shouldn't have that much range, damage, and a CC for free. Again, make him work for it. If you don't have the Flow, you don't get the knockup. He also shouldn't be able to crit from range every few seconds.
Change W to where Wind Wall costs 50 Flow to cast, lasts 2/2.5/3/3.5/4 seconds, and will remain active for an extra .4 seconds every extra 10 Flow Yasuo has when casting it to a maximum of 6 seconds at max rank. Let it keep it's incredible abilities, but at a cost. As well, make it a meaninful choice. Do you want to burn all of your Flow by using it and possibly saving yourself and allies, or do you want to save your Flow to go ham with abilities? Do you want to keep all your flow in case someone uses some teamfight-changing ultimate on you?
Change E to Yasuo channels while honing his blade. Upon release Yasuo dashes in target direction, dealing damage increasing by charge length to all enemies struck. Yasuo generates double the passive flow for the distance he travels. This damage can critically strike. Remove it's ability to deal an increasing amount of damage when used in succession, and instead make it more of an iai style of strike. One massive, focused blow that carries him from one side of a fight to another. However, it also puts him in a difficult position, hence increasing his flow to possibly grant him the shield that he was nearing a full Flow charge for, or setting him up to have a full Flow bar for the extra crit damage to tear his way back through everyone he just went through. Imagine how rewarding it would be to get two stacks on the Q, E through an entire team, turn around and Q them all into the air before ulting into them. Fast. Fluid. Focused.
Change the R to Yasuo targets all enemies currently knocked up and deals 250/375/500 (+insertratiohere), extending the duration of their knockeup for the duration of this spell. If the enemies are knocked up by Yasuo's Q they instead take 150% of the damage. Remove the idiotic armor shred that his ult gives him, don't give him a free shield for diving into the enemy team (Not even Nocturne gets that, come on now) and make it so that he's encouraged to line up his own knockup instead of relying on wombo combo team comps, but retain the ability to use allies' knockups to use his ult as that's a crucial part of his teamfighting power.
This kit encourages counterplay by letting the enemy team see clearly when he's planning to do something, and encourages an interaction between his spells and his resources like what we have with Rage champions or Rumble's Heat mechanic. And Akali and Zed's energy regenerating abilities. In fact, Yasuo's one of the only manaless champions who doesn't have some sort of interaction with his resource other than "IT'S FULL SHIELD TIME"
I literally took about five minutes to think this up and I feel like it's already loads better than how he works right now. And I personally love the idea of that E on him.
Thoughts, opinions?
and his passive shield. Wind walls out of his asscheeks to protect him. Infinite dash if there is a minion wave. Double crits and a easy to stack tornado that can CRIT. And as if his ult and autos didnt do enough damage he gets armor pen? Its fine if you cant fight your laner but if he has any advantage at all, even just free farm its game over. I love your ideas this guy is busted as fuck, shiv and IE basically turns him into poppy, destroy everyone without taking damage. So balanced