[{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
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
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]