Yasuo has Gangplank Syndrome

Azhliay·9/30/2014, 11:26:48 PM·12 votes·2,437 views

Everyone who has played in Season 2 knew about the terror that was the Gangplank top cheese. By running 1 crit chance rune, and the mastery that gave 4% crit chance, Gangplank has 5% crit chance at level 1. If he prays to RNGesus, he crits and wins lane.

What happened after this? Gangplank was nerfed. Heavily. A unlucky crit meant that you would be losing lane just as you got there.

So Gangplank was heavily nerfed for this cheese style. So why is Yasuo similar? He gets double crit chance making it exactly like the level 1 Gangplank. Its easy to cheese your opponent with early level crits with no penalty. At least GP is gated by resources to keep a lid on his ranged poke. But Yasuo gets to use his at no cost. Crits in the first few levels are very strong, Ashe gets 1, Tryndamere might be lucky to get a few provided he can stick to his opponent.

So can we increase the early Crit damage reduction on Yasuo to bring his early game damage down to highlight the emphasis on his late game strength? Because the power spike that he gains with Shiv+IE, is incredibly high and makes him very snowbally in the mid game.

Something like -30/-20/-10 at 6/11/16

11 Comments

KSHarrison10/1/2014, 3:32:23 AM7 votes

No idea on what's best for Yasuo, but Gangplank wasn't heavily nerfed because of crit. GP was heavily nerfed because he could do everything at once: Poke, sustain, support, slow, teamfight, global, good dps.

Hoi Im Temmo9/30/2014, 11:33:31 PM3 votes

I like it, actually. As much as I dislike Yasuo, I would hate for him to be nerfed into not seeing play. The game is fun because of its champion diversity. Yasuo would still be a late game terror with this idea, and allow more balanced early game.

Remlap122310/1/2014, 3:48:22 AM3 votes

Like the idea OP. Although I think the biggest problem with Yasuo is his speed and range. I think that if we took your idea, added a delay to wind wall, and knocked his range to 150 and his speed to 335, I think we may be able to keep the Wind Samurai in check.

Edit: Just checked the PBE changes to Yasuo, and they're knocking his base speed to 340 and his health down to 380. It looks like Riot and I are on the same page (for once.)

Kyleman14310/1/2014, 12:55:46 AM2 votes

I really like the idea of nerfing just the early crit damage of yasuo because i mean ive played games where early game the enemy yasuo got no crits and i wrecked him and then there were games where he got all crits and goddamn did i get my ass handed to me and nothing i could do about it... I totally agree with a slight tweak to yasuo's q just to weaken his early game slightly while still allowing him to be the late game beast he can be

The Red Warden10/1/2014, 12:58:01 AM2 votes

If you want to make Yasuo balanced how about actually giving him a weak early game to balance out his late game. Most every other melee adc is weak early game, so why not him.

Right now you can barely do anything to him in lane without having to hard dive him (cause of the passive sheild and the BS that is wind wall) or play as his counters (Morde)

Those are the only ways to stop him from just insta- fibbing you at 6, so how about they actually fix the problem and give him a weak early game to compensate for how good he is late game

Arduno10/1/2014, 12:05:28 AM2 votes

So like Garens new passive?

Knight Devout10/1/2014, 10:00:04 AM2 votes

I'm not sure if that's really a necessity, but for what you propose, a better change would be making his passive give extra crit chance % scaling with levels (33%/66%/100%) at levels 1/6/11

asamu10/1/2014, 4:59:47 AM2 votes

Imo they should just remove crit... It has the same exact problems dodge did, so why would they remove dodge but not crit? They could just replace it with % bonus damage or something... When 2 carries decide to fight straight up, and both have the same build, outside of range/skills, the only determining factor is who got more crits. Taking a few crit runes still gives the same effect that that old GP strat did, where you just hoped for an early crit to win the lane. Yasuo just brings that problem out even more with the "double crit" nonsense. Doubling a stat, even with a penalty, is never going to be a good idea in a game where 80%+ of your strength is in items... Especially when said stat is arguably the most powerful stat in the game when combined with others...

Sintobus10/1/2014, 5:12:57 AM2 votes

If someone REALLY is dedicated to it they can still bypass it. It is almost 50% bonus crit damage from a page thus fully eliminating any penalty if you really want to cheese. I understand your point is that someone takes a few runes to give some crit chance and essentially have the rest of the page to them selves but I don't feel that is a proper solution.

Perhaps rather than just 2x crit chance scaling crit chance bonus up to 2x?

Ex.

Level 1-3 = 1x (normal crit chance) Level 4-6 = 1.2x crit chance Level 7-9 = 1.4x crit chance level 10-12 = 1.6x crit chance level 13-15 = 1.8x crit chance Finally level 16+ 2x crit chance

I have not had to deal with the problem you face so i won't be giving it a +1 but I feel this solution is probably a bit more reliable. I actually feel he is fine where it is at currently if a bit strong in team fights.

DT77710/1/2014, 12:08:44 AM2 votes

Honestly, I think it would be really good for the health of the game in general if crits weren't automatically 2x damage. Especially at the start of the game. Oh, Tryndamere got a crit on you? Sorry, you lost the lane. Same goes for gp and yas.

Maybe crit damage as a whole should start at like 30% extra damage, and then scale back up to 100% extra damage over the first 11 levels.