Yas could use an Energy Bar.

SinofAtlas··9 votes·791 views

Yasuo seems like the type of champ that could use an energy bar like Zed , Kennen , or Akali . I don't want to get rid of his shield because I know he needs it. He can keep everything as far as I'm concerned. But applying the energy bar with low cost abilities would make his game play similar to what it is today. The only difference would be how often he could use his abilities. He can spam and do everything like normal but up to a point before having to wait for some energy.

I know there are a ton of people out there who hate him with a passion and want to gut him like a pig. They say do this, do that, to the point where Yas wouldn't be Yas. But at least this seems kinda fair in comparison.

15 Comments

Princess Emma2 votes

Then Yasuo died from his peanut allergies

Glîtchy4 votes

[{quoted}](name=Princess Emma,realm=NA,application-id=3ErqAdtq,discussion-id=HgeuWTku,comment-id=00000000,timestamp=2017-04-17T04:12:36.167+0000)

Then Yasuo died from his peanut allergies

https://fangirlsarewe.files.wordpress.com/2015/09/grinch2.gif

GrReaper962 votes

Could work but then all skills would have to have low energy cost. I could see maybe 50 for Q and refunds 30 if it hits an enemy champion, 80/75/70/65/60 for W and 20 for E

Ariel the Cruel1 votes

One of the characteristics of energy is the ability to "buy" some of it back. Your numbers would force everything into being a 1-off, which would drastically change his play-style. To keep his intended chain-cast play-style, something like this might be more appropriate:

Q: 30 Refunds 10 energy for each enemy knocked up. Doubled for champions. Tripled for champions at lvl 10.

  • Up to 90 refund in a cannon wave - 90 total cost per Q3, team-fight knock-up breaks even at 5 pre-10 and 3 post-10

W: 80/75/70/65/60 (same)

E: 30 -5 per damage stack.

  • Intended: refund 5 energy per cast at max stacks. I don't actually know how his stacks work though.

R: 0 Gain 30 energy for each champion hit.

  • Helps in a drawn-out fight. Wasted if following up on ally initiation (Which he really doesn't deserve to benefit from more than he already does).

This limits his dueling potential (which is what seems to be the goal here) without completely gimping him into glass-cannon assassination.

EDIT: This doesn't address Yasuo holing on to his Q stacks though. Even without energy changes, I would support his Q3 having a 5 second hold in general.

Ðroxx2 votes

give him mana and watch the world as you know it burn >:)

Mannny2 votes

I would definately agree with you if this was 2 seasons ago. Yasuo is no longer an assassin, he is a skirmisher like Riven so this would hurt him due to him no longer going glass cannon.

AmazoX1 votes

This is so true.

DemainaNyx2 votes

I feel like most resourceless champions could.

I get that Katarina get her power from being able to jump everywhere, but it's not like her cooldowns are high enough for her to be punished really by misplaying. The only benefit is there aren't many CDR AP item that doesn't include mana, so everything she buys is sorta wasted on her.

Riven gets free AD from her passive so CDR for her is sorta just the same as buying AD, not to mention Black Cleaver is just everything she wants. Plus she's so slippery that even if you mess up it's unlikely that anyone will catch you cause they'll run out of mana/energy/dashes before hand.

Yasuo biggest issue IMO is that he hurts you for being with your allies. Standing with your minions just means he gets free dashes to dodge abilities, whereas most of the time your minions help you in a fight. He ults you under tower and despite your mouse being horribly positioned, he instantly gets to be positioned outside of tower range if possible. That's just too much help on a champion that's suppose to "take skill to play."

Glîtchy1 votes

{quoted}

I feel like most resourceless champions could.

I get that Katarina get her power from being able to jump everywhere, but it's not like her cooldowns are high enough for her to be punished really by misplaying. The only benefit is there aren't many CDR AP item that doesn't include mana, so everything she buys is sorta wasted on her.

Riven gets free AD from her passive so CDR for her is sorta just the same as buying AD, not to mention Black Cleaver is just everything she wants. Plus she's so slippery that even if you mess up it's unlikely that anyone will catch you cause they'll run out of mana/energy/dashes before hand.

Yasuo biggest issue IMO is that he hurts you for being with your allies. Standing with your minions just means he gets free dashes to dodge abilities, whereas most of the time your minions help you in a fight. He ults you under tower and despite your mouse being horribly positioned, he instantly gets to be positioned outside of tower range if possible. That's just too much help on a champion that's suppose to "take skill to play.

The problem is with Kat, even though she builds mana while not needing it, it's not like it's crippling her.

AmazoX1 votes

That will never happen, Disclaimer, Before down voting, Here's why:

(This is what purely Riot Games have practically said & done)

Yasuo is classified as a skirmisher.

Adding a energy bar would prevent him from extended duels which is the opposite of skirmishers.

If you don't know what a skirmisher is, They are the ones whom are the best at 1v1's and extended skirmishes in a team fight.

So if Yasuo were to ever receive an energy bar, He would also get reworked.

Milodic Mellodi1 votes

The state he's in, he would have to get a rework if he was to ever change. However, just because it's a rework doesn't mean it has to be a drastic one. If you have the imagination, you can rework him without actually changing how he works as a Skirmisher/Slayer. Just take a look at my idea here. I transformed his Flow into an energy-like state, and made him based on jumping in and Q/R'ing multiple targets. I changed all of his abilities to the point where it's considered a rework, but I didn't irreparably alter his very essence. In fact, I'd say I kept his abilities practically the way they are now...just altered somewhat so his risk/reward ratio is less on single targets and more on teamfights and assassin-like bursting.

AmazoX1 votes

That's the problem my dude, You don't limit a skirmishers ability to output damage in extended skirmishes, It's where they are supposed to excel at, Energy bar skirmisher is a bad idea that limits how much they could stay in extended fights which they are supposed to excel at which is just bad, A rework is fine, Energy bar on a skirmisher is not fine, It's limiting the core purpose of picking a skirmisher A.K.A exceling at extended fights.

Milodic Mellodi1 votes

Then instead, what about making it an energy bar that fills up when he takes offensive actions -- aka give him a substitutive Rage bar that fills up while in battle and disappears or empties when not in battle. I'm fairly certain, though, that we already have that in Tryndamere and Rumble. Why not make his energy bar viable at all levels of energy? Meaning, make him like Kled in the way that he has different abilities when he has a certain bar or not (meaning Kled with Skaarl, versus just Kled). There're many different ways to go at it. Maybe we're looking at this the wrong way, and we should instead be nerfing/buffing things he already has. Why not just rework his shield in his Passive into simple damage reduction? Why not just reduce or remove the Crit Chance multiplication he gets from runes and items? Why not make his shield Passive give him reduced damage at max Flow, so when he goes into the battle he deals less but once his shield's popped he's able to continue as the semi-squishy Skirmisher he is? Ooh...I just got a good idea. Why not make make the Intent and Resolve parts of his passive alternating instead of simultaneous? Intent would he his offensive Passive and he'd gain some AD and/or MS (or at least a lack of losing offensive power if you put damage reduction in the Resolve shield instead). Resolve would still stack as he moves, but when he gets to max Flow he either loses the damage increase from Intent or instead loses some damage output until he loses his Flow. It would even make sense with his lore as a wind-based Samurai. At max Flow he'd be circling his prey, poking at his opponent and waiting for the opportune moment to strike, holding off on offense until he does. When he's in the midst of battle, he discards all defense and becomes a relentless and merciless killer that annihilates his opponents until he's struck down. And since this rework wouldn't be an energy-based Passive, he'd still be able to be the Skirmisher he's always been.

Milodic Mellodi1 votes

I made a creation topic awhile ago that got deleted because I put it in Concepts and Creations instead of Gameplay (because it wasn't creating my own champion, it was my ideas of reworking an existing champion). I did the following ideas: Passive: Yasuo still gains Flow, which increases when he moves, but it is now shown in tiers of 20 and affects the performance of his Q/R. The shield doesn't go away immediately, but instead quickly drains Flow until it hits 0. Even if the shield disappears, the Flow still drains to 0. The shield smaller than normal at Level 1 and maxes at Level 18 for a bigger shield (but still having an inconsequential size). Q: Now shortens/lengthens both the thrusts and tornado range depending on Flow, and absorbs 20 Flow at usage. Can still be done like normal at 20 Flow or above (even if shield is up), but cannot be cast at 0-19 Flow. W: Now absorbs only targeted ranged attacks/abilities. Skillshots are redirected off the shield based on their angle and trajectory. The shield stays up for less time, but same cooldown as normal. Shield is still straight so as to avoid coding bugs. E: Can dash on targets multiple times, but drastically reduces damage and dash distance if dashing on a target already dashed on. Still relies on Movement Speed for base dash distance, and a percentage (which is less punishing based on E's rank) of the base dash distance determines the reduced dash distance. R: Has a reduced/increased range based on Flow (from 0-80), and absorbs all Flow when the ability is used. Now immediately regenerates 20 Flow per enemy Champion affected by R, and drags all targets hit towards Yasuo. Ability is applied in an AoE circle (gets larger based on R's rank), and the target closest to Yasuo is still the one that's in the center of where Yasuo lands. Gives Yasuo some Attack Speed and Movement Speed per Champion affected by R.

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