A real problem on Yasuo: His early levels

GULAG 4 U··15 votes·1,124 views

Are too strong for a hypercarry. In fact, Yasuo's powercurve looks like this: AAABBCCCCBBBAAA, when it should look like this: CCCBBBAAAA

So what I suggest is toning down Yasuo's early levels, by lowering his base stats at early levels (Health and base attackspeed), reducing WW's in early ranks and scale up to a bit more than current.

A hypercarry shouldn't posses an early (levels 1-3) as strong as Yasuo.

19 Comments

WoonStruck8 votes

You could take his Q stack duration and amount required reduce with ranks. Duration: 6/7/8/9/10 Stacks required: 5/5/4/4/3.

Alternatively, make the CD much higher as a base so he has to build some AS to hit sub 4 second CDs. ######Definitely not both; that would be way too hard of a hit.


Windwall could increase in duration with ranks. 1/1.5/2/2.5/3 (from 3.75). Also reduces abuse cases vs ranged late game, which decreases likelihood of nerfs in the future. Nearly 4 seconds is pretty excessive anyway.


You could also make the delay between E casts much longer at lower ranks.


Give him base stat buffs if his abilities get nerfed so he can actually participate in the game when he isn't bullying the shit out of someone or insanely ahead.

Yasuo's literally worthless when he's behind until he hits 3+ items.




Would probably hit him too hard anyway, but you're right that his powercurve needs to be changed to be a little more similar to someone like Vlad's.

GULAG 4 U1 votes

Never thought of those, but sounds very good to me. He isn't being broken as batshit right now, so he doesn't need a gutting.

warpenguin5553 votes

yeah. its pretty stupid that Yasuo gets to be good at all stages of the game when Hyper Carries are not supposed to do anything until late or mid game if they get fed

GULAG 4 U1 votes

not all of the stages, specifically his levels 1-3 aren't in line.

Anonagon3 votes

I don't think Yasuo is quite meant to be a hypercarry really rather I think that midgame is actually his strongest point relative to other champions sure lategame he's still strong, and his early is probably not nearly as weak as it should be but the nature of the double crit chance passive makes it so his first two items are massively stronger spikes in power than other champion's first two items this results in his best phase being midgame, as he's reached that juicy 100% crit and other two-item builds just can't compare

GULAG 4 U2 votes

Most melee champions right now don't have good lategames, they have to build tanky (deal less damage) so they don't get blown up in a half second.

it be lìke that2 votes

nerf yasou he is cancer. nerf vayne she is cancer. nerf cass she is cancer. nerf riven she is cancer. nerf ryze he is cancer. nerf jhin he is cancer. nerf zac he is cancer. nerf syndra she is cancer. nerf viktor he is cancer. nerf nunu he is cancer. nerf lee sin he is cancer. nerf ekko he is cancer.

did i get them all?

GULAG 4 U2 votes

the point?

SSrikeShadow2 votes

He's simply too tanky with his passive and windwall for an assassin. You can't poke him down b/c of his wall + passive and you can't kite him b/c of his knock-up + ult. His tower dive is stronger and safer than Zed's b/c he does his damage while invulnerable and so long as there are minions he can dash out when it ends + windwall tower shots and his passive will eat one shot anyhow. His knock-up can't be avoided if he dashes into point-blank range and unleashes it in your face.

What's really toxic is to watch him windwall block ultimates from other players. Sejuani's, Brand's, Azir's, Syndra's, Ahri's, Ashe's, Zigg's, Jinx's, Gragas', Riven's, Braum's, Irelia's, Ezreal's, Xerath's, Lucian's, Miss Fortune's, Twitch's, Bard's, Cait's, Draven's, Fizz's, Graves, Katrina's, Varus', Tristana's, Nami's and maybe more (I know he doens't block lux's or heimer's). So with one low cdr ability he can stop both the cc and damage from many many ultimate abilities + normal ones too. Even Braum's unbreakable is not nearly as toxic - and he's a friggin support tank NOT an ASSASSIN. The cdr on the windwall needs to be 10secs at max rank and 25 at first rank - at the very least. If he just protected himself from abilities, then that woudln't be so toxic (like Olaf), but he can save an entire team.

EROTIC RAID BOSS1 votes

his win rate seems to match a hypercarry pretty well (low win rate early game that steadily goes up), although I cant say I ever thought of him as one at all

The Deckowner1 votes

His E is the real problem, that shit does tons of damage when stacked up on minions at early levels, you basically can't ever win a trade when Yasuo has his E stacked up.

Avienal2 votes

[{quoted}](name=The Deckowner,realm=NA,application-id=3ErqAdtq,discussion-id=FdzvqOg4,comment-id=0006,timestamp=2016-11-05T05:08:39.052+0000)

His E is the real problem, that shit does tons of damage when stacked up on minions at early levels, you basically can't ever win a trade when Yasuo has his E stacked up.

The major problem is how his kit is spread out.

-Q's only benefit to ranking it up is raising the base damage by 20 per rank. Which means it can be completely ignored as the opposite of a priority skill even though it acts as his main way of bringing out the tornado knock up and last hitting quite precisely on ends. Meanwhile he simply only needs attack speed to reduce the cool down which would be absolutely broken if the rank ups also reduced the cool down. But it could at least be extremely more 'effective if they do one of the following:

A. Remove the attack speed = CDR on Q and replace it with regular cool down reduction per rank. B. Change it so each rank on Q will increase the 'ratio' for the attack speed = CDR on Q with it reaching back to about its original ratio by the time its rank 4~5, but it is at a much lower value at rank 1.

-W literally is his safety net and because Q has next to no use ranking up, this means he only needs to choose between his E and W for rank ups, and less you are super confident on your last hits with that silly short ranged E dash, then its usually gonna be E that gets ranked first and then W second for the sizable range attack middle finger to your opponents.

-E Is literally only able to flourish because Q skips the normal logic and only needs 1 point in it for it to be of any use and adding anymore is just dumping surplus points or not thinking you have a good enough damage rate on Q, even when its only a flat 20 base increase 'per rank'. The only useful part i can find is that Yasuo's E does have a bit of a range limit, but then that's completely ruined when he can spam that thing thru multiple targets, just like Fizz's Q, even if it trades off 'on hit effects' and a AP ratio, on a AD champion, it might as well have much better rank up boons compared to Yasuo's Q. Lets go over that bit

Yasuo's E, Sweeping Blade Static cool down: .5 / .4 /.3 /.2 / .1 On Target CD: 10/9/8/7/6 Magic damage: Base 70, increasing by 20 per rank up (like the Q), up to 150 and has a 60% AP scaling, which Yasuo isn't going to build AP to begin with. Bonus Damage per dash up to 50% bonus 'cap': Base 17.5, increaisng by 5 per rank up, up to 37.5.

Because of the ratios, Yasuo only needs to do 2 dashes to have the third dash and any follow up dashes to deal that extra 35 to 75 bonus damage(again what kind of Yasuo builds AP except for a clown fiesta build), the damage seems small but since he's basically doing a target'able dash thru, it pretty much grants him 2 ways to easily clear waves and both have escape means, Q being the 'offensive' kind and the E being the 'evasive' kind.

At the very least they gave him his poro'god given R nerf by linking that to his Double critical hit passive 'very tightly' to where if he does not stack Critical hit early, then his R is only good enough for a small damage bomb. Which is useless if he can never knock up anyone, plus atleast the gag of him not being able to use any 'gathered up' stacks of Q to do another tornado for super harassing has always been a nice plus, shame it can't wipe his shield in the process too.

At the very least Yasuo can't be pulling like the same scummy builds that still exist in current LoL meta, like the ones with particular marksmens, with 'Armor penetration' stacking, course with Yasuo it was namely tank stacking, both scummy type of kits still.

But just like how KogMaw got 'reverted' by having his W's double attack speed boost and removing the cap limit thrown back on his Q as a simple attack speed bonus and his W being a simple range extend and % magic damage auto hit 'bonus', Yasuo needs his kit's schmicks properly evened out, hopefully in ways such as making it more necessary to stack his Q early for effective CDs and the W also probably requiring better attention or it should just be glorified short duration damage blocker.

Would be actually neat if they changed Yasuo's wind'wall to instead have a 'damage threshold' and breaking it would automatically remove the wall with it being extremely weak at rank 1(maybe take one ability shot or a moderately strong auto attack) and able to take a little punishment from maybe 2 high damage enemy champions before getting removed after maybe 2 seconds. Very least it would make it more of a quick 'counter' tool like Fiora's Riposte and less of a pre-nerf Azir's wall ultimate where it blocks for several long seconds and basically troll your opponent by shutting you 'off'.

[slayer-jinx-unamused]

And before you mention that Yasuo's Q and E have low bases of 20 and 70 and increase by 20 per rank up. You have to recall that Yasuo's Q is 100% AD scaling, his R is on a 150% bonus AD scaling on top of 200 base that increases by 100 per rank up. Pretty strong scalings on that end and not accounting for Q able to crit, apply on hits on the first target it hits and plus it has its tornado 'knock up' and its 'Q spin synergy' with E.

Hell the Q should get a lot more being forced to rank it up by having so many gimmicks attached to it. But that would be probably too much of a pain for Riot to code i guess you could say.

I probably can't say all the Yasuos who are able todo it so easily is because they rank E first, but it definitely feels like Yasuo needs more tinkering to forcibly flesh out his kit. Such as how someone said earlier that he should require 'ranking up a skill' to reduce the number of Q hits he needs before he can fire off his tornado, course it would probably require them to 'increase' the duration per stack lasting, but it would atleast curve back his early game too, just like the nerf to his R greatly reduced his level 6 power'housing derp against everyone and might of been the only reason he could top lane, because top laners are normally building to be tankie and can end up often times facing a AD opponent in the top lane so they would build armor naturally...

especially that damn Deadman's Plate. ((

Never the less, its always the balance between 'base stats', per rank up 'changes' to that skill, scaling and the gimmicks involved that need that perfect point where the champion is healthy.

Like Poppy who is a great trader against tank types thanks to her Q, her W counters any dash/leap type champion, her E can let her shut down champions who like to make use of bushes often and may of not realized a ward and her R isn't some kill ultimate but more of a disruptor by getting rid of nasty targets so others can be focused on. She isn't going to be the go to grab champion against every enemy pick but she isn't utter trash against most top lane opponents.

Since 'Diver' champions are suppose to be next on the 'role rework' after Assassins, lets hope they probably do some early hit ups on champions like Xin'Zhao, Jax and Yasuo since they pretty much feel like what Assassins are like 'currently', champions with kits that are hard to fairly trade against because they can basically 'quick instant delete you', just because they got to dive on top of you, able to have some means for ez escape and pretty much have gags for quick instant damage burst (We all know what its like for Yasuo to Tornado you point blank so he can use his ultimate to tilt the health bars in his favor).

[slayer-jinx-catface]

SpookyNeedle1 votes

The amount of times he can Q and shoot tornadoes is quite annoying

GULAG 4 U1 votes

Not false, but you don't nerf a champion for being annoying, but for being an actual problem.

SpookyNeedle1 votes

{quoted}

Not false, but you don't nerf a champion for being annoying, but for being an actual problem.

Where did I request a nerf

GULAG 4 U1 votes

I didn't say you didn't say you did, I'm simply pointing out a fact?

Sire Hippington1 votes

Well, his winrate/gamelength graph indicates the CCCBBBAAAA, starting low in <25min games and constantly grwoing from there. His Early lane can be annoying, but he would need a much more stable early-mid to compensate, because if he doesn't snowball his lane he needs really long to get online.

Also, most hypercarries aren't exactly weak in lane, most have power spikes where they can cheese their opponents and snowball hard from there. Ever laned vs cassio? Not exactly alot fun, yet she has a similar winrate/gamelength graph to Yasuo cause the early scirmishes and teamfights aren't great till 2-3 items are finished. The weak phase for most Hypercarries is the midgame, when laneingphase is over but the needed gear to properly teamfight isn't reached yet for them.

GULAG 4 U1 votes

Yasuo's midgame isn't weak in compensation neither. And it's a commonly accepted fact from /r/yasuomains that Yasuo's early levels are in fact way too strong. The first 5 minutes don't mean shit when Yasuo can easily get dicked levels 4-7 because most mages can fuck him over during this time period. He also tends to get camped too. OP GG only shows the 25 mins as early as possible.

DeathTheHorseman1 votes

{quoted}

Are too strong for a hypercarry. In fact, Yasuo&#039;s powercurve looks like this: AAABBCCCCBBBAAA, when it should look like this: CCCBBBAAAA

So what I suggest is toning down Yasuo&#039;s early levels, by lowering his base stats at early levels (Health and base attackspeed), reducing WW&#039;s in early ranks and scale up to a bit more than current.

A hypercarry shouldn&#039;t posses an early (levels 1-3) as strong as Yasuo.

You mean his power Curve looks like:

AAAAAAAAAAAASSSSSS

[slayer-jinx-catface]

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