Changing Yasuo

allthemuslims··3 votes·549 views

The beginning will be a summary of what I think of Yasuo's abilities, and following that will be a series of suggestions I have for changing them to healthy alternatives Passive (Number One, shield): Is fine. If you are ranged you can poke off the shield, back off, and then have a clear window to exploit him at ~100 less hp Passive (Number 2, Double crit): Doubled crit chance, even at the cost of 25% of the damage dealt by it, is crazy strong. With 2 items you will have 100% crit chance. Q: One of the 3rd hit time for some bullshit abilities. At the early stages of the game this ability is fine, the cooldown on his q is long enough that you can safely walk up to your minion wave and interact with Yasuo again. Even the fact that it allows him to shove lanes absurdly quickly at the early stages is fine, because a melee champion is (usually) putting itself at risk walking up to melee range of the minion wave. But the moment Yasuo has even a tiny amount of attack speed, this ability becomes completely spammable. If Yasuo misses his knockup, he doesn't have to worry about it because his knockup will be available again in one or two seconds. W: Nullifies your most important ranged ability. This wall lasts so long that once Yasuo has pushed you under tower you will be forced to miss a significant amount of cs. It is also a free escape ability from ADC's. They cannot walk up to the wall, or else they will be skewered by Yasuo's double crit chance empowered auto attacks and Q's. Even if an ADC manages to make it past the wall safely, they will be forced to pass the gauntlet a second time because of Yasuo's dash ability. E: Makes it so that Yasuo can reposition himself away from skillshots, gap close onto ranged enemies as long as there is a minion line, and guarantees his q's knockup. Sweeping Blade is a fine ability on its own. Yasuo's very high damage per second output and safety make the synergy and mobility added by this ability too strong. R: A fine ability, but I would have it changed so that either the passive is significantly weaker or will only be triggered if Yasuo successfully uses Last Breath on a target knocked up by an ally champion other than himself

Changes: Passive: Remove the double crit chance passive, make it scale from 1x to 2x crit chance over the course of levels (Scaling up by .33x at levels 6/11/16 or just with points in his ult if the ult's passive is removed ), or weaken the crit damage by even more. I prefer scaling it up over levels because it will maintain his late game power while removing some of his crazy snowballing potential. Q: Attack speed is a stat that adds to Yasuo's general DPS and makes his double crit chance even more powerful before he has 100% crit. Steel tempest should have its cooldown reduced by significantly less per point of attack speed to force a Yasuo to be more accurate with his knockup and add more counterplay to his 3rd q knockup W: Wind wall is a great ability, but it shouldn't last as long as it does. Yasuo should be forced to time his wind wall to block a burst of damage rather than being able to rely on it for the duration of a duel with a ranged carry. Reduce the length of time this ability lasts (and potentially lower its cooldown as compensation) and this ability will be fine. E: Mobility is a key ability for assasins, and especially for melee assasins, but it shouldn't punish a player for running back to their tower for safety. If Yasuo were changed to be weaker, then this ability would be fine, but since he's not I will propose an alternative to his e: Sweeping Blade: (No cost associated with the ability, 5 second cooldown) Yasuo dashes in the target direction, dealing damage to all enemies he passes through. Sweeping Blade's cooldown is reset if Yasuo strikes a champion with Steel Tempest. Since Steel Tempest would have its cooldown increased due to a reduction in attack speed scaling, this would reward Yasuo for connecting with his Q without being overbearing on his opponent. This would also remove the guaranteed connection with Yasuo's knockup and allow for gap closing in open areas without enemies. R: Remove the passive, reduce the armor penetration, or only activate the passive on an ally's knockup. Shifting that power from armor pen and adding it to the damage the ability deals would be acceptable, because at that point Yasuo could maintain his ability to assassinate squishy targets while removing his ability to assassinate tank targets.

So what do you guys think? Any good ideas in there, or am I being completely unfair and gutting a healthy champion?

5 Comments

destiny fan1 votes

I'm sorry but you're ONLY naming strenghts and not naming the tradeoffs

Double crit chance

At the cost of 10% DAMAGE on his autoattacks and 25% DAMAGE on his Q

Why is DAMAGE Highlighted?, he's a MEELE AD carry, Damage is all he has, apart from MOBILITY witch mostly works offensibly as the minions, that you need to dash a bunch of times, come from the enemy side, making Yasuo both easy to gank and very vulnerable to agressive play early game, your objective is to cut down Yasuo's growth EARLY to reduce his effectivness as a MEELE AD carry, remember that Yasuo is both squishy and vulnerable on the DEFENSIVE side

q "one or two seconds."

As we said, Yasuo is weak on the DEFENSIVE side, he's SQUISHY and doesn't have an escape when pushing the lane, capitalize and gank Yasuo during these times, there is a reason why Yasuo is camped a lot, he has trouble getting out of a bad situation, he risks a lot by pushing lanes, he can't become invulnerable to slows or unkilleable for 5 seconds

W Nullifying ranged Skills and Autoattacks

THIS ABILITY HAS A 26 SECOND COOLDOWN AT LEVEL 1 and its maxed last, This ability has ultimate tier cooldown, and for good reason, again, Yasuo is powerful OFFENSIBLY using W is usually a way to force a ranged character to get close, Correct positioning on multiple ranged champions will make this ability a lot less powerful, Consider flanking this ability on teamfight trough** co-operation**, tell your APC or ADC to be in different positions regarding the wall, if this is done right the ability wont nullify both and yasuo will be ripe for the taking, again, yasuo is weak DEFENSIBLY

R

While this ability is very POWERFUL as it both deals DAMAGE and increases subsecuent DAMAGE trough armor penetration, this skill further increases Yasuo's OFFENSIVE potential and encourages COOPERATIVE play, making Yasuo both fun for the player and ** INTERACTIVE** for his teammates

Yasuo has a good theme, OFFENSIVE play with glaring weaknesses that can be cleverly exploited to delay his HYPERCARRY potential, Yasuo is designed to deal damage, however he does less DAMAGE than other LESS MOBILE MasterYi and has less defensive and sustaining tools than other HYPERCARRIES Vayne Tryndamere

on these grounds i present my counter argument, do not nerf yasuo, scale other Hypercarries to Yasuo's level, KogMaw Ryze Twitch need some love, MasterYi Tryndamere are confined to their extreme roles, as making them more powerful either defensibly or Offensibly would lead to them being broken (Fiora )

allthemuslims1 votes

Yeah the trade offs: As soon as he has his first item (assuming he rushes shiv, because in my experience that's what most yasuos do), he has a net: 20% crit + (20%) 100 (base damage) * 1.2 = 120 - (10*.6 (10% 60% of the time) + 25*.4 (25 40% of the time) = 6+10 ==)16 = 104% - 100% (base), so as soon as he has his first item his auto attacks have a net 4% damage increase, which only goes up with more crit chance, until he's at 100% of course. Q: Pushes the wave, forcing his opponent into a cs disadvantage. Because you bundled being pushed up into his inability to escape I'll put his escape into this: He gets ganked from the side and yeah he'll burn flash 9/10 times, but if he gets ganked from behind then he has an escape. W: It's a free disengage against range, and will also be useful aggressively. And if Yasuo sees enemies on two sides of his wall he can always pull back or go after the one that wasn't blocked, depending on how far spread the opponents are. You just split your team up so you are more vulnerable to a pick. And while you are setting up to take out the assassin your frontline is being pummeled by the free harass from the unafraid enemy ADC that won't have to fear being hit from the backline/ranged assassin. The problem is that it lasts too long, longer than most teamfights honestly rage on for. Sure, it might still be going after 4 seconds post-engage, but by that point one team is almost certainly winning and the other is just trying to make the best of it.

Honestly don't wanna fight about it, because the way you typed that out was like a game of war advertisement: difficult on the eyes with too much bold and swings way too widely in tone because of it.

-Edit- By the way, I did mention the 25% damage cost, and I said I wanted to shift the power of windwall to block large bursts not remove the ability entirely. I mentioned shifting power and prefered the suggestion to delay his double crit power spike until later in the game instead of just removing it.

DIRU1 votes

you would have to buff his tankiness by a lot, they nerfed him for being able to mitigate damage with win wall, reset his shield quickly, and dish out tons of damage. if you take away the tons of damage part, you need to add some of the stuff they nerfed back into his kit

allthemuslims1 votes

{quoted}

you would have to buff his tankiness by a lot, they nerfed him for being able to mitigate damage with win wall, reset his shield quickly, and dish out tons of damage. if you take away the tons of damage part, you need to add some of the stuff they nerfed back into his kit

yes, I agree. I want wind wall on a much shorter cooldown, but to last for less time so that Yasuo can't win a teamfight for free. I would be open to a q damage increase at the cost of his spammable cooldown to allow more time between knockups to be able to approach him. And I also believe his ult could do with a very significant base damage increase if you removed the armor pen.

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