Suggestions to fix Yasuo's kit

sneakydoug·9/1/2018, 4:18:24 AM·1 votes·684 views

Greetings, summoners!

My name's SneakyDoug. To start I'll just give a little bit about me so you know where I'm coming from -I've been playing the game casually for the past 5 or 6 years, and in that time I've dabbled across the different roles and used a good portion of the existing champion pool. I tend to play "fill," which tends to assign me to the role of babysitter more often than not, but I generally enjoy playing the mid and top lanes as well, where I can play a diverse group of mages, bruisers or tanks. I started this game at low silver, and finished last season in platinum, so for all you elitists out there, this means my opinion is pretty darned important [slayer-jinx-wink]

Recently I was forced given the opportunity to play Yasuo YasuoYasuo in an ARAM game. And I've gotta say, he well earns his name of being "the unforgiven!" I found it nearly impossible to charge up my Q (enemy minions get obliterated too quickly) from a safe distance, and similarly sweeping blade/E was a near death sentence as it would do little other than put me smack dab in the middle of 5 angery enemies. Even the notorious windwall was quite underwhelming to say the least, as I found myself being melted down by a relentless barrage of skillshots which completely ignored it! (here's to you, Xerath Annie )

After a humiliating defeat, I did some background checks and found to my surprise, that for the majority of Yasuo's life, he's sat below the 50% winrate! and he barely hovers above it now. So I decidd to put my business time socks on and started thinking of ways to better tune The Unforgiven's Yasuo kit to make up for these crippling deficiencies. I've put a fair bit thought into these adjustments, but constructive criticism is always welcome! Let me know what you think! :)

Q: Currently, Yasuo's Q is little more than a glorified basic attack! It is outranged by any non-melee champion and does nothing to stop an enemy from simply smashing face first into you, if that's their intent. It should be modified to give 0.5 seconds of immunity to basic attacks (similar to fiora but without the follow-up slow/stun). This will greatly improve Yasuo's poor early game potential against the multitude of melees out there Renekton Garen Fiora Jax E: Yasuo's dash is presently only useful in the presence of minions and monsters. In their absence, it is a completely dead ability. Expanding the permissible targets to include allied minions, structures, and wards would leave much less "dead space" on the map. Additionally, allowing Yasuo to damage his own minions would significantly help in maintaining a lane freeze, and could even deny enemy CS, making every potential minion kill another battle. Exciting stuff!$$ W: Yasuo's windwall is ignored by a handfull of skillshots, but what's more concerning is that it does absolutely nothing against enemies that can dash Vi or leap Jax to bring the fight to him. And against these, our main man Yasuo can struggle big time. To manage this, windwall should additionally function similarly to Poppy's shield, blocking all leaps and dashes and causing a brief knockup, which can be followed up with... THE ULTIMATE: Currently, his ultimate gives him a flash, a lengthened AOE CC, a shield, a Q reset, and 50% armor penetration. Which may seem overloaded but I don't think it's overloaded enough! I found that in my ARAM game, before I had at least 2 items, item 3031 item 3046, quite a few champs could survive, which is why I suggest that we remove the 50% armor penetration bonus and instead add that our main man Yasuo automagically executes enemies below 30/40/50% maximum health following the damage burst, in a fashion similar to Garen Darius. This would put Yasuo on a more even footing with other juggernauts. Lastly, his passive. Yasuo's passive allows for him to generate a shield to absorb damage from moving around. But sometimes moving around isn't an option, such as when you're snared, stunned, or suppressed. I move that we remove the mobility factor involved, and instead give it a flat cooldown of 3/2/1 seconds, scaling with level. That way, there will still be windows of opportunity for opponents to engage on our main man Yasuo without us feeling to helpless in heavy CC games.

Thanks for listening, and I look forward to your inputs!

SneakyDoug

1 Comments

xWinterLullabyx9/1/2018, 4:51:09 AM1 votes

Yasuo bad <-------- upvotes over there donate to my paypal [slayer-jinx-wink]