Yorick could use a small buff
Mainly talking about his ghouls/ult
it has a huge part of his power budget but they die too easy, and sure it's fine if they die but you have very little control over them so half the time it isn't even your fault they die
They are very vulnerable to any sort of aoe damage
Look im cool with all that but when you play yorick you can make more ghouls while in lane so you can manage but then you leave lane, no ghouls . . (yea i know they are officially named msitwhalkers but screw that i will forever call them ghouls ^^)
Yorick relies very heavily on his ghouls for doing anything from clearing minion waves, jungle camps, taking objectives like drake, he simply doesn't put out any sort of meaningful damage without them
And for his ghouls to die off so easily to aoe effects or simply run down a lane like a bunch of morons leaves him rather weak if he has to leave his lane
Let's not for get that when he wants to take some ghouls with him when roaming from his lane he can only do so by summing them after the enmy minion wave dies off because as soon as the ghouls enter combat he loses them and they wont follow anymore.
And making ghouls in the jungle is time consuming you don't want to run to a camp take your time waiting for q cooldowns, aaand the opportunity to gank for your ally is gone
Not to mention you will hardly ever leave with fresh unharmed ghouls since they will fight the remaining jungle camp monsters or if your unlucky run to the next camp and fight there and then die will die off again or you are left with 1 or 2 half dead ghouls . . .
And as i pointed out earlier, he really does need those ghouls to fight
Ok that was the big rant on why he should need a small buff
Now ive come up with a few ideas for a buff and implementing just 1 off them is what im looking for
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Make his Mist walkers scale with Yorick's armor and Magic resist, 15% should be enough, this will give ghouls a base armor mr of about 15/8 and scale up further with more resistances if Yorick purchases those, so at 300 armor Yorick's ghouls will have 45 This should make them a little bit more durable which will help with team fights as well
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Make them benefit from Yorick's health regen if they are within leash range, this way ghouls wont be much more durable but they will at least sustain back up in between fighting or getting poked and they wont be useless because they are on low health because someone threw an aoe attack into your direction as poke leaving them low health and making them die at the start of any next fight This is always especially painful considering the fact that you wont be able to get enough graves from a minion wave with your team nearby, forcing you to make new ghouls in the jungle, which doesn't work as i have pointed out earlier If they could regenerate this would help a lot
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Make it easier for Yorick to spawn new ghouls in combat with enemy champions, currently yorick has a grave counter which counts down when nearby enemies/neutrals die and upon reaching 0 it spawns a grave. If this counter would also count down by 1 every time Yorick takes damage from an enemy champion whilst in combat it would allow him to acquire graves a bit easier in team fights to spawn ghouls from. Alternatively this could also be a time thing where every 12/8/4 seconds in combat he spawns a grave either way this should help him out a lot. This also fits the juggernaut theme, since juggernauts are supposed to be strong in extended fights , but in yorick's case he loses his ghouls and gets weak in extended fights
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Since mist walkers run down a lane if they enter combat and this makes it not possible for Yorick to take them with him and he is kinda weak without them and that's fine, but why should he only be strong in lane when he is pushing it, why not emphasize his strength as pusher and make the ghouls not drop dead if they leave yorick's leash range but just let them keep pushing the lane, Ofc they would have to decay at some point but this could be given a time limit like they start decaying after 30 seconds over 10 seconds for example This keeps him weak everywhere else but makes him a stronger pusher
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This is possibly the simplest buff of all, make Yorick's ghouls more resistant to area of effect damage, 10/25/40/55% depending on ult rank This way if he does manage to keep some ghouls beside him and enter a fight they wont simply drop dead to ambient aoe damage
Look im only asking for 1 of these buffs, and they all have to do with some form of ghoul durability, since so much of Yorick's power budget is put into them they should be a tad more durable in one way or another considering it's hard enough to keep them around without them running off into some lane or dying to ambient damage