Changing Yasuo
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?
and has less defensive and sustaining tools than other HYPERCARRIES

need some love,
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