#There is no TLDR, deal with it.
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[{quoted}](name=Master Van Tachi,realm=NA,application-id=3ErqAdtq,discussion-id=IrlEEysE,comment-id=00050000,timestamp=2018-03-19T20:42:34.781+0000)
It's not bugged but it probably seems bugged with your level of skill. Even if it was bugged, that would not be a valid argument for it being allowed to be over powered.
It IS bugged, all untargetability spell has this same bug. It's common knowledge. It's just the most prominent on Yi given he is the guy who uses untargetability the most, and most critically; while Vlad, Mao, and Fizz also have untargetability and use on about similar level of frequency, the former 2 are tanky and the latter use it to escape from fights half the time, so its bug is not that noticeable on them.
Even if the Q is working perfectly and the untargetability bug didn't get in the way: Q also has a hidden cast time, it's not instant cast the moment you press it, even if you have 0 ping. It is also why newer Yi players may be frustrated at a seeming input lag when trying using Q to critically dodge enemy attacks (or to go with the enemy who's escaped through hopping over walls with the right Alpha timing), given they may not know about the hidden cast time. So close range CC and other unexpected surprises can still hit Yi, purely on the fact they it may be mathematically impossible for them to react whatsoever given the cast time; unless ofc, Yi predicted and cast Q before the enemy action even taking place, which in that instance, you just got outplayed and there's little to argue against that.
Thirdly Q is "overpowered" but it's also actually not. First of all, it's "overpowered" in a sense when combined with ulti's refresh passive, it is among the highest scaling (as a whole) spell interaction in a kit within the game especially for a AA carry, assuming everything that can go right has gone right, given an untargetability dash that can be refreshed and on an AA carry is very powerful indeed ; let's just say it's fitting for a hypercarry. However, it is NOT overpowered because
- Q is put on a pretty long CD. The on-hit CDR is mostly only visible in jungle clearing otherwise using it more than once generally requires Yi to already be on the ball and offing opponents left and right in order to hit the refresh.
- In continuation of the previous point: Yi has no access to the refresh mechanics until at least level 6. This means before level 6, he is forced to over-commit for kills, he has no extended fighting power, has literally 0 escape (not even some offbeat use of Q with the Q-refresh-hop routine which is pretty bad and very restricted but is at least something), and that even when he is already getting fed early somehow but by the mere virtue of being pre-6 he thus has very low carrying potential to transition his lead (and still transition it somewhat inefficiently until level 11 due to the weak lvl 6 ulti active).
- His Q is intentionally overloaded by simultaneously being Yi's gapcloser, upfront burst, evasion, traditional clear (outside of items that may give him some clearing power like Shiv), execute, and loosely escape, in doing so it has the reason to make Yi's kit in such a way that he is overly reliant on Q; but then the Q is then tied to a long CD that is then tagged with a conditional refresh mechanics that require him to be fed to even use it. All of this is done to make sure Yi can not have access to all of those functions at the same time as he at best can grab 2 features per use and temporarily locked out from the rest, and the additional gating is to prevent him from abusing this ability and in fact keeps him a bit away from it until more frequent use is rewarded when Yi is fed.
- Its base damage is very bad until about the last spell level or at least second last, it starts out with a 25 base damage without scaling, though it has good scaling and can crit, which again, are not something Yi has immediate access of and requires him to get fed in some way.
If you haven't noticed, all of this means Yi is only rewarded AFTER he's already winning the game, and even when he is leading he also functions under a couple various gates, and sports a general severe lack of utility, a classic hypercarry design. This comes back to the point that Yi's performance is directly tied to exactly just how much he's personally carrying the game ALREADY. His existence is a paradox, again fitting for being one of the truest hypercarry in the entire game, his mission is to somehow carry the game in spite of his early game disadvantages/handicaps/gatings, while also having bunch of champs and items designed as counters going after his ass, BEFORE FINALLY HAVING ACCESS the power to actually carry the game.
W is not used for the full channel. It's used for absorbing massive tower hits or ults. The Yi will usually cancel it himself so there is no need to CC him. The power comes not from the heal, but from the near immunity to damage.
And you can CC him with any strong CC (almost anything that isn't a slow I think) to get him out of that state, and he can't absorb damage and neither can he do it again within the next 35 seconds?
Or are you just talking about him using it as a pseudo-parry? Again, using it like that means it functions as a severely reduced version of Fiora W that is also on a much higher CD (Fiora's W also downscale the CD from 24 to 16 seconds as it levels, Yi's W is a static 35 sec CD). I don't think it needs the QQ.
Half the champions you listed don't even counter him.
Except they do, and are all strong counterpick options against Yi. And I even forgot to mention Udyr, another natural predator who eats Yi for breakfast like Rammus and Jax do (Yi has what, 43% win rate against Udyr?), so you can add him onto the list, too.
So completely wrong. A Yi can be behind ten kills, and he'll still carry end game. You can't put him behind enough.
That is false. Given all he does is damage without CC or any other utilities outside of W that has a monster CD and can be interrupted by almost anything, and no other externally scaling factors such as for instance Vayne's W that allows her to deal more damage based on %HP and in true damage too, Yi's contribution is almost entirely damage, RAW damage, and thus his performance is completely tied to exactly how fed he already is. if he doesn't have enough stats, he has no way to properly contribute into the game, and will stay that way until he somehow gets fed, which would be quite hard to do, because again, he has no stats to play the catch-up game properly, and such he will stay behind (remember the above long breakdown of Yi's design philosophy).
The only exceptions are when his team is super strong and carry so hard even a behind Yi can be fed. In that case, your game is lost anyway, and it isn't solely contributed by Yi as it's just that you guys never stood a chance to begin with against them as a whole in general; or if the game has been stalled for so long everybody has reached their late-game and full build no matter how much behind they were, which again, is not a problem of Yi.
Yi is above 50% all the way to diamond.
It was a buff a couple patches back that gave him this, before then and for a good while he was so shit he didn't even reach 47-48% in bronze and was sitting on around 43-45% in high elo, which was also then he was considered by all stat sites and higher elo players as the worst jungler in the entire game and was legitimately considered a troll pick in high elo. It was clear that he needed the buff (and what was funnier that Riot actually planned to "buff" him by giving a straight nerf bat for some reason, which drove a Yi OTP like Cowsep to break his mouse in rage on stream when he was reading the PBE changes on stream. Thankfully that didn't seem to have made through).
Statistically speaking, the stat is actually pretty reasonable for him to have >50% win rate in bronze elo, since that's pretty much what is supposed to happen for a snowballing focused champ. They are bound to outperform in lower skill environment and show their real balance state in high elo, the latter is especially true if their kits lack much of the hidden power and utility that won't be directly reflected on their win rate and all, which Yi has none because he has pretty much 0 utility; a 50% win rate in diamond means he's actually in a pretty ideal balance spot, and a 2 or so percent gradient/range between bronze and diamond win rate isn't that bad anyway and in fact seems very well handled (let's just say there are far more extreme win rate gradients between low and high elo performance of the same champ; there are also many champs who sport similar win rate in bronze if you're interested where to name off a few: Amumu, Blitz, Brand, Jax, Shyv, Yasuo etc). Even if he needs nerf for reasons like Riot have to make snowball champs UP in high elo for consideration of low elo play (which is bullshit, because game balance should be objective, but whatever), he won't need it more than a very minor nerf that pushes his elo range down 1% or so and everything is fine.
Also just so you know, while I avoided including them in the listing in the previous paragraph, Udyr currently has his win rate in that it basically almost never drops below 53% across all elo, Shaco's win rate are all above 51% across all elos, and Warwick's win rate are all above 52% across all elos, and maybe there are others (none of the champs mentioned here are of the cases where their play rate is so little their win rate gets inflated by one-tricks and veteran players of the champs. ASol for instance, has a 58+% win rate in diamond, but mostly because he has a small and extremely dedicated fanbase inflating that stat); I think there are definitely others who need more urgent QQ before Yi that you should be paying attention to.
Try taking your own advice first.
I do.