Yasuo Retune/Rework. Yes, another one.
This thread has literally nothing to do with my other one (What pisses me off the most about Riot) in regards to his kit and the champion in general. This will just serve as my two cents on what i think could work for Yasuo. Not what i think it´s best for him, mind you. I did attempt to grasp at a balance standpoint. Is he a early game bully or a late game powerhouse. Since his roles are respectively, FIghter and Assassin, i attempted to capitalize more on the fighter part but still keep enough power on the assassin part. Note that i didn´t try to make him tankier but at least make him have riskier defense options.
Constructive criticism is welcome. But avoid the flaming, please. I know how he is in the higher ELOs and the lower ELOs. In essence, keep this thread clear of negative stuff please.
I did not type this under any bias in favor or against him. If some of these suggestions do come off as so, leave constructive feedback instead of the typical flaming. It´s pointless to request this from one of the most if not the most toxic gaming community in the world, but one can hope.
Yasuo - The Unforgiven
Secondary Bar: Flow Health: 540 - 2160 Health Regen: 7.0 - 23.5 Melee/Range: 170 Attack Damage: 58 - 120 Attack Speed: 0.65 Armor: 23 - 80 Magic Resist: 30 - 65 Movement Speed: 325
I´ve been seeing a lot of 'Make Flow a resource' so i´ve hopped aboard that train too. And i´ve reduced his MS dramatically. When i get to Sweeping Blade you´ll see why.
PASSIVE - WAY OF THE WANDERER
INTENT: Yasuo's critical strike chance is doubled, but his critical strikes deal 90% damage, reduced to 80% damage on Steel Tempest.
RESOLVE: Yasuo generates 1 bar of Flow every 1.5 seconds, up to a total of 10 / 15 / 20. If his health drops below 40%, Yasuo automatically consumes 10% - 80% (based on level) of his Flow reserves to shield himself for 120 - 700 (based on level) damage for 1 second. The shield can only activate once every 30 seconds.
A slight buff to his Steel Tempest crit. And he gains extra 5 bars of Flow each time he levels his ult. His shield now depends on him losing health. Why put a CD on his shield? Well, to prevent the 'sit back and watch my shield come right back up' thing i´ve seen Yasuos do.
Q - STEEL TEMPEST
RANGE: 425 WHIRLWIND RANGE: 1000 COOLDOWN: 6 COST: 1 / 1 / 1 / 2 / 3 bars of Flow PHYSICAL DAMAGE: 15 / 30 / 45 / 60 / 75 (+ 120% AD)
Yasuo thrusts his sword forward, dealing physical damage to all enemies in a line.
Hitting an enemy grants Gathering Storm for 8 seconds, stacking up to thrice. At three stacks, the next Steel Tempest unleashes a whirlwind that deals the same physical damage, knocks up all enemies hit and clears all stacks of Gathering Storm.
Each cast can critically strike, and applies on-hit effects to the first enemy hit. Additionally, each cast can be used during Sweeping Blade to change the area of effect to a circle around Yasuo.
The cooldown and cast time of Steel Tempest is reduced by 「 0.5% for every 1% critical strike chance 」, down to a maximum 50% reduction.
Base damage down, ratio up. Numbers-wise, it´s a buff. His whirlwind now needs 3 stacks to proc.
W - WINDWALL
RANGE: 375 COOLDOWN: 30 / 25 / 22 / 20 / 15 COST: 5 bars of Flow at all ranks WALL HEALTH: 5 bars WALL WIDTH: 290 / 340 / 380 / 420 / 480
ACTIVE: Yasuo creates a gust of wind that travels forward to form a wall in front of him. The wall slowly drifts forward over 2 seconds, blocking enemy projectiles.
Ah. Windwall. Ah, you dreadful windwall. Nerfity nerfs to most of it but the wall forward drift. And exceptions to more than just turret shots. To make example of three: Azir's soldier dash, Orianna's ball, Braum's ult. A more complete list of those will be made soon.
Why make the cost so high? Well...you want that windwall or your passive shield? You´re gonna have to pick now. And it´s got a high CD.
EDIT: I noticed it might come off as a huge nerf to the amount of things that will not go through the wall, but they will all suffer from passing through it. I´m not sure what yet. Maybe a medium to long lasting slow.
E - SWEEPING BLADE
RANGE: 500 STATIC COOLDOWN: 0.6 / 0.5 / 0.4 / 0.3 / 0.2 ON-TARGET COOLDOWN: 11 / 10 / 9 / 8 / 7 COST: 1/1/2/2/3 PHYSICAL DAMAGE: 45 / 60 / 85 / 110 / 140 (+45% Bonus AD)
ACTIVE: Yasuo dashes a fixed distance in the direction of the target enemy, dealing physical damage and marking them briefly. The speed of the dash scales with 75% Yasuo's total movement speed
Each cast increases the next dash's base damage by 25% for 5 seconds, up to 50% bonus damage.
BONUS DAMAGE: 11.25 / 15 / 21.25 / 27.5 / 35
Yasuo can use Sweeping Blade on a marked enemy, but the damage caused is cut by 20% every time he does so, up to a maximum of 80% damage cut.
I always found odd that his E was magic damage, so i changed that. It´s a major damage nerf and a slight CD nerf. But on the bright side, you can keep dashing to people now on the penalty that the more you dash to them, the less damage your E will do.
R - LAST BREATH
RANGE: 1300 COOLDOWN: 110 / 85 / 70 COST: All available Flow bars PHYSICAL DAMAGE: 175 / 250 / 360 (+ 80% total AD) (+1% of enemy's maximum health per Flow bar consumed)
Active: Yasuo blinks to the nearest visible airborne enemy champion to the cursor, instantly consuming all his Flow. Upon arriving, he suspends all nearby airborne enemies for 1 second and deals them physical damage.
For the next 10 seconds, Yasuo ignores 30% of his targets' total armor. Casting Last Breath clears all stacks of Gathering Storm.
Base nerf. Ratio nerf. Now the more Flow bars you have when you ult, the more extra damage you´ll do. I tried to compensate. Emphasis on tried.
All in all, i do hope this will please everyone. But i do appreciate some healthy feedback and suggestions. The Windwall exceptions list will be coming tomorrow, most likely.
Anyways, i know Riot will probably not see this or even pay attention at all. But i simply wanted to appease the threads about Yasuo reworks by doing my own. And i hope that i did so. If not...well.....can´t please everyone.