Why Yasuo is Overpowered
Yasuo has been a problematic champion since release. This post will explain why through a lot of text
Let's start with his kit:
Passive - Intent - This is the biggest problem with his kit. It limits his build to always having statikk shiv and infinite edge, while allowing him to later build more penetration, life steal, tankiness, anything, even mana because this passive is just so damn efficient giving him 90% crit after two items. The 10% reduced damage really doesn't mean anything. Late game Yasuo has the luxury of having the most space for other AD items by simultaneously having the most crit. This is not a trade off in any way. This gigantic steroid also takes away the need for outplay using the rest of his kit. Once he gets enough items he can simply slice through anybody without much effort. Resolve - A cool gimmick, but the problem is that melee assassins/carries need to be very very squishy. Zed, Katarina, Master Yi, Akali, Tryndamere, Fiora, all glass cannon champions. They have mobility as their safety net[well, the assassins do]. Yasuo has mobility and a shield. The solution is to blow them up as best you can in the middle of the fight, but Resolve makes this very hard. Riot missed a great opportunity with this. It's a non-interactive shield that exists just to exist. It should play into his other skills.
Q - Steel Tempest - Doubles Yasuo's passive damage, effectively giving him quadruple the dps of other champions, cc, zoning, wave clear, and harass. Resembling Olaf's Undertow skillshot, but with AD scaling, without mana and without needing to pick up an axe, this is not a hard skill to land. The difference is, it's not punishing if you don't. I suggest the window that he can cast his third Q be reduced. This would give his opponents more breathing room and make it more valuable to him, because as an assassin, he should not be throwing out free knockups about every six seconds. Another idea is for the third Q to dissipate after hitting it's first target. He doesn't need ranged wave clear and harass that can bypass minions.
W - Wind Wall - A unique, and delightfully simple skill that says f*ck you to ranged opponents who try to kite you. I can't help thinking it should cost some of his flow, though.
E - Sweeping Blade - This is a great skill with a lot of potential. It allows super easy farming and gap closing, the occasional escape, and [i]outplays[/i], while being predictable and giving his opponent a pattern to react to.
R - Last Breath - Why on earth does a dps melee assassin have a hugely impactful multi cc team fighting ult that also gives him a shield and the strongest armor shred steroid in the game?!?! Balancing this skill I think is pretty simple. Either remove the armor pen bonus or limit it to being able to hit one or two targets. Choose weather he is a duelist or a team fighter.
Matchups: A good Yasuo can be a massive bully even in the early game, unless he is facing a tough early melee champion such as Garen, Volibear or Pantheon. These are his biggest weakness. Champs like these who shut him down early and don't care about his wind wall. If you're against a decent Yasuo and you're not one these, prepare for a Yass whooping.
Is he DPS or Burst? Frankly he's both. Enough to easily blow up a squishy and be called an assassin, and to shred the crap out of even tanks. It's all thanks to that four time dps from his first two skills.
Synergy with other displacements: I believe it should be entirely on the Yasuo to set up his ultimate. If you pair him up with someone like Alistar, Wukong or Vi, it becomes totally unfair to whichever carry gets combo'd by that guaranteed assault. I understand Riot's thinking behind this. They saw an opportunity for awesome syngergy between champions. And it does sound awesome in theory, but coupled with point and click displacements, his ult has zero counterplay.
tl;dr too much utility for a champ that already has some of the highest damage in the game.
Thanks to anybody who read this all.