Why the Yorick rework sucks. (and why it doesn't)

ChiefRichard··9 votes·6,692 views

Quick disclaimer. Yes, the new Yorick has counter play and requires a lot more skill. However, they completely tossed the niche pick he was in favor of the fantasy of raising an army of ghouls (which he doesn't do very well anymore either.)

Yorick's visual update hasn't been a sight for sore eyes. Good job art team!

Now... Design team. Lets have a chat. You had some really interesting ideas for Yorick. Truly. Interesting but lack luster and underwhelming.

First of all, lets talk about overall capabilities of Old and New Yoricks. Old Yorick: Good

  1. Decent Mid-range harass.
  2. Sustain.
  3. Built in damage reduction.
  4. Reliable movement speed boost.
  5. Strong duelist.
  6. Low skill ceiling.
  7. GOOD built in slow.
  8. 6v5 or 10sec GA for your ADC mah dudes.
  9. Block skill shots with ghosts.

Bad

  1. Yorick walks into a bar, there is no counter.
  2. Low-Mid skill cap.
  3. Easily kited.
  4. No counter play.
  5. Falls off late game.
  6. Walking nuisance in team fights.
  7. No counter play.
  8. Anti-fun. (unless you're sadistic like me)

New Yorick: Good

  1. Can push towers like Trick2g and SirhcEz had a love child.
  2. Cool Design.
  3. Ghouls and Maiden are coded to be much smarter.
  4. Can create temporary terrain.
  5. Theoretically good harass.
  6. New Model
  7. Spam taunt to t-bag.
  8. On paper can do more damage than Old Yorick

Bad

  1. Negligible sustain.
  2. No built in.
  3. Q/passive is janky AF.
  4. W is easy for any champion (besides Kled without Skarl) to dodge even without boots.... Seriously, it has low range, doesn't stun/stop dashes like Veigar, and Yorick is melee. Why give it such a delay?
  5. Easier to kite than old Yorick.
  6. E is too easy to dodge.
  7. Literally countered by people knowing what his kit is.
  8. Ghouls are slow.
  9. More frustrating to play as than it was to play against old yorick.
  10. I'm pretty sure Kled with Nasus W could sidestep his E and escape his Dark Procession.

Now that I've highlighted the pros and cons of the New and Old Shepherd of Souls, let's talk about his role and niches as a top lane pick.

Old Yorick was to top lane as that crazy uncle you or someone you know has. You know, that uncle that got WAY too into prepping for the zombie apocalypse. No one is comfortable around him and he knows it, but as he's drinking moonshine straight out of an unlabeled mason jar; you feel some solace in knowing hes got your back.

You used to be able to pick Yorick against champions you weren't comfortable facing with your normal top picks. Yorick could play safe, win trades, harass, chase, disengage, dive, bully, and most importantly sustain.

That was honestly way too strong for how simple he was to play.

New Yorick can't play safe because he needs to last hit with Q to get ghouls to harass or trade. He has to land his E and W to engage or disengage; both are easy to dodge and have a high cooldown.

Old Yorick was able to trade effectively because he had 5% damage reduction for every ghoul he had (up to 20%) and direct healing from Omen of Famine.

New Yorick has a harder time getting ghouls out and doesn't even get damage reduction for it. Nor does he have any substantial sustain.

Old Yorick had better CC. I'd take an instant 50% slow (that could be killed easily) over an easy to dodge, 30% slow + weak Vayne passive any day.

I could go on but it's pretty late. I would like to see some of Yorick's new power be shifted from mindlessly pushing lanes to having more impact in team fights and dueling power. Everything the reworked Yorick does, the old one did better. Except mindlessly pushing and damage to towers. Yorick has that in spades now.

Seriously though, his W doesn't stun, and it has the counter play of being destructible, able to dash through it, and low range. It doesn't need such a god damn delay

-A very salty Yorick main.

40 Comments

OurLestrade4 votes

The thing with the whole juggernaut concept is that they have to give them janky and clunky controls to give them stupid numbers :/

ChiefRichard2 votes

Yeah, Yorick's reworks is the worst I've seen since Mordekaiser. Poor game play with big numbers is worse than good game play with lower numbers. And if Yorick doesn't get balanced properly he will fall into obscurity like Morde.

OurLestrade1 votes

That's what I'm predicting too. Not much of a reason to pick him when other Juggernauts do what he does more reliably :(

Ðelofasht2 votes

I agree with the big numbers thinking, I would prefer lower numbers and much better gameplay. To be honest, his numbers are low enough other than the AD scaling on Q that he could just be given lots of gameplay QoL updates like the passive suggestion I provided, and the wall getting a Poppy dash deflect or grounding effect and still be fine though.

Honestly I used to do WAY more damage on old Yorick than I do new one though, and that's not a gameplay thing, I just do not have the ability to trade like I was able to in days past.

Sir Fuzzi1 votes

The only thing he needs is more identity with the ghouls so they feel less like a bit more creep to clear.

Morde's rework was depressing and lonely with absolutely no excuse. It pulled away from the fantasy he seems to boast and it just resulted in a bunch of nerfs. His W became gawky and scarcely usable compared to the old one which was useful in and out of teamfights.

Look, fine, Yorick needs adjustments and some identity tuning. But worst since Mordekaiser? What are you even on?

With a little TLC, Yorick will be in a very nice place with a unique identity and some individual gameplay elements that separate him. Mordekaiser was in need of an identity before his rework, twice as much after, and they had to gut him after the rework-- which no Morde players seemed terribly impressed with to begin with. My only comment on that is at least Yorick makes sense; it's been some time since Morde's and I still have no idea what in the name of God they were smoking when they wrote up that W. Does that even make sense for Morde? Does that even make sense in League? It reads and plays like a Janna ability.

Yorick might not be amazing and he might be a 'downgrade' from old Yorick. But he's doing phenomenally better than Mordekaiser was and his rework was bottom-up and necessary. I know you liked old Yorick-- trust, everyone did and everyone still does and we pray for our chance to play him again-- but he wasn't healthy. You know-- Yorick walks into a bar, there's no counter? He had to be changed and they did it without flubbing true damage, absurd scaling or incredible CC into his kit.

If we fix Yorick, let it please be to cement his identity. Tune back some scaling, tweak bases here and there, add interactions on Q and W for Ghouls.

Let's not convince them they did any damage even close as they did to the Mordekaiser rework. There is a phenomenal difference between having some problems comparing numerically and statistically, and having a broken gameplay identity overall. Just... please. Care with your words.

Big Lincoln3 votes

He doesn't even feel much like a juggernaut to me, honestly

Unlike Darius Illaoi there's not any big moment where he just jumps in power spike; he just has DPS, and then when he ults, he has more DPS.

It's not very satisfying gameplay beyond hitting people with Triforce Qs.

Unstoppable Monk1 votes

Then you've never Maidened + flashing your 7th mastery level while walking away as they die for the ultimate BM.

Ðelofasht1 votes

His damage is a bit slower than most other Juggernauts, who feel like they combo you and you died. Yorick feels like he wants a sustained fight (because his Maiden giving him a % damage every 2 seconds) but he doesn't have the ability to stand and fight for long periods of time because he is not an auto attacker with good sustain like Xin or Jax with no damage reduction capabilities. Thus he is forced to kite, which his kit will do fine, but that doesn't feel like a Juggernaut either.

Jacknife3 votes

Eh, I'll give it a bit before I make any strong decision. I don't think the thunderdome(totally gonna shout "WELCOME TO THE THUNDERDOME!" every time I get someone in it... when that happens...) he sprouts from the ground isn't meant to be used as a one-off spell, it needs to follow up something more reliable (when by himself I guess it'd be his E). That'd be understandable if the wall didn't die as quickly as it does, but since it does, the reward isn't exactly... rewarding. I understand counterplay needs to be a thing, but if there's no way to create consistent performance without building a shrine to your LoL waifu, they're not gonna be played much, period.

1011001110001 votes

I think the issue players are having with his W, as far as practicality is concerned, is that they aren't maxing the ability first. Of his basic abilities, the cooldown of his W scales down the hardest per point, and the hit points of the W increases by 1 at Ranks 3 and 5. Not to mention, ranking his Q barely scales the cooldown and just gives more damage (the heal is based on Yorick's level, not his ability rank), while ranking his E, while it cuts the cooldown significantly and scales damage, does not increase the slow.

Not to mention, early in laning, where champions have lower attack speed, the extra hit point pre-6 and AT level 6 can force a flash burn or secure a kill against immobile enemies.

Ðelofasht2 votes

Maxing W first does not provide extra damage at all, only more utility, in a support position that would be fine, but the actual damage gained with the safety of E harass is quite valuable. The only issue is the missile move speed should increase slightly to make it clear to enemies what you are maxing and they could then itemize against that (it's magic damage), if they find it increasingly difficult to dodge in the first few levels they know what they need to buy to defend themselves. Meanwhile, having that Wall up longer around enemies doesn't do anything for you if they just hit you so hard that you have to disengage. It makes him entirely too reliant on the minions for damage and the enemy just builds health and damage and kills you and them easily. Maxing W first is only useful if playing support. . . Unless of course the wall made graves as it dissipated equal to it's rank (1/1/2/2/3) then it would be quite good to max early but only against certain matchups.

It is probably never a good idea to max W first and forego damage when Yorick already doesn't hit as hard as most the other juggernauts by himself (he's reliant on his mistwalkers for extra damage), and at the same time does not take a hit as well as other juggernauts due to the lower sustain on his Last Rites and no damage redux % from ghouls anymore.

1011001110001 votes

Yorick's E ALWAYS deals the same 15% of the enemy's current HP as magic damage and never scales up. The total maximum damage potential of the ability almost never changes unless you really hit the minimum, which only scales in value from 70 up to 210.

The slow also never scales up, so the ability's overall damage and utility in lane is VERY static.

Maxing W with a champion whose damaging abilities don't actually scale well with rank is a better idea, since building an early damage item coupled with increased utility not only allows Yorick time to deal more damage in forced trade situations, but it also allows Yorick's ghouls to stick for an extended period of time and trade damage even further, since the wall will take longer to get rid of.

Yorick's entirely laning phase is wholly reliant on carefully farming up Graves with your Q and landing your E in tandem. Having a wall which traps the enemy for any amount of time longer than the two-hit duration means that landing his E becomes much easier, and if the enemy manages to not get trapped, then he can hold his E to save as a threat in between W cooldowns.

Maxing W first and E second makes more sense overall in my eyes than maxing E into W. And people who put points in that ont-point wonder of a Q honestly make less sense.

Ðelofasht1 votes

I like the way you think, but having tried Max W first it just does not work out like that. Any top lane opponent will outtrade you on abilities and y out are not fighting without your mistwalkers with wall maxing first, therefore you have a very weak poke, 15% is really low.

1011001110001 votes

It might just be because I've spent more games playing into tankier champions where the minimum threshold didn't make much of a difference. In my head, maxing E against a squishy champion makes completely sense, I just don't expect (nor have I actually fought) a squishy champion top lane. I'll probably try maxing E into W some time to see how it performs then.

But of all things I won't bend on, is that maxing Q feels like horseshit. >_>

Ðelofasht2 votes

Completely agree with you there, maxing Q first is dumb, with a high scaling ratio on it you do not even need to and it is going to do a ton of damage, and the Cooldown reduces by a whopping 2 seconds at max where everyone I know rushes either Trinity or Cleaver first for CDR, damage, and health. Yeah, it is a waste of time maxing Q until you absolutely have nothing else to max probably. W second is not bad at all.

Just to expand a bit further on maxing E first, even against tanky champs, when you get it maxed they will have 1300 base and maybe a health item to bring that to 1400 or 1500, unless they have health runes. 15% of that will be at most around 240, after which they will have 1260 or less which your next E will end up doing the minimum of 210. And this is happening every 8 seconds or less because you will probably be building CDR for Cleaver or Trinity (cleaver if against a tanky champ). So. . . . E does more for you guaranteed, and it is magic damage so if they are itemizing against you and the mistwalkers they are getting ripped by magic damage while you farm up your graves and punish them for trying to auto a minion. Also, this set up lets you play against ranged and melee about the same since ranged will generally telegraph that they are going to stop for a minion you just E where they go to stop and boom. The only issue with Landing E is when you are chasing or need to use it during a trade where it can become trickier to land.

Maxing W second is good against ranged if they do not have a dash that goes through it (like Kennen) otherwise Q max second is better for pushing the lane as second max.

kaffeknappens1 votes

The problem with his W is that it's useless against champion with dashes. It's coded as a minions so champs like Yasuo and Riven just ignores it.

1011001110001 votes

If you're up against a champion with dashes that can go past Yorick's wall, then you're probably screwed no matter what you do. Let's be real here.

kaffeknappens1 votes

Yes, that's pretty much 80% of the toplane champs. Have fun blind picking him :)

1011001110003 votes

Yorick's sustain issue is solved with item 3812 and/or item 3146 , since the physical damage dealt by his ghouls and the magic damage dealt by the Maiden are treated as damage dealt by Yorick. In theory (and a couple of times in practice), if he leaves the Maiden to push top lane and he goes bot/mid to fight, the damage from the ghouls and Maiden pushing lane would sustain Yorick from across the map.

I won't completely disagree though, I really hate how reliant he is on landing a good W and/or E to win fights/trades. The ghouls deal significant amounts of damage, and missing even a single ability really harms him, so 40% cdr rush is inevitably a thing.

Even if I find the idea to be more boring than what we have now, a simple linear skillshot with roughly the same width would probably be a lot more reliable and would help number balance in closing the power gap between a Yorick landing his E and a Yorick missing it.

For now, Yorick still does fairly well in lane against champions with no dashes blinks to escape W, at least in my experience, which is a start.

Ðelofasht3 votes

Actually Old Yorick had better numbers on paper, higher damage on ghouls, higher uptime on them, more damage on Ult, especially if built damage himself and Ulted himself. I used to regularly end games with 50 to 65 k damage, now I am ever lucky to break 40k.

Now then, new Yorick's passive being linked to minions and monsters feels terrible, as a shepard of souls you would think he would constantly be encountering souls wandering. That gives perfect room for a charge system where he finds up to four and can dig graves for them while his Q is on Cooldown, at a rate of 2/1.5/1 per sec, and finds the souls every 30/20/10 sec in general, then he has clear uptime a with a still not on demand summoning of them from any basic abilities.

His W needs a grounding or Poppy W style effect on it to make enemies have to think about what they are doing, and it would stop all the high mobility champs stomping him. E should probably increase the movespeed of him and his walkers a bit more per level up to 40% and gain a bit of travel speed to become more consistent per rank.

I am 123 votes

old yorick best yorick

Big Lincoln2 votes

I think he ought to have weaker ghouls but have him scale up to have more of 'em, and probably summon them easier as well.

he's probably never going to have the damage reduction back; ghouls do way too much DPS on the off chance you actually land your E and get all of them on someone, and they for whatever reason don't just walk away from them

ChiefRichard2 votes

That's the problem, a lot of champions that go top lane (ergoDarius Riven Renekton) will be able to just sit through your ghouls and slaughter you regardless. If the counter to not dealing with the ghouls is to run away if you're marked, then they could give us 5% damage reduction every time a unique ghoul attacks a champion. That way we give high damage bruisers a reason to not to steam Yorick every time the have their Ultimate.

Big Lincoln1 votes

sure but there's a lot of top laners that can't steamroll you with your ghouls up either, and it puts them in a lose/lose where no matter what they attack first (you/your ghouls) they'll still get eaten alive if they're trapped in a WE.

I'd prefer to have his kit be more reliable at the cost of damage; E and W are too hard to land and too easy to escape if you have a dash, but on the off chance he pins down someone with no mobility in them they don't get to do anything except Flash or die. It's a very polar state and not good for the game.

Ðelofasht1 votes

This is true, each of those matchups is made easier with a Chain Vest first item and Health item second though (so long as you do not die before lv 6 you should get enough gold for one or both of those items). Also each of those matchups are made much easier by just E harass as they go for last hits on minions, if you are maxing E first then you start chunking them pretty hard early and I have seen a lot of crying about Yorick's damage in /all chat because of this tactic.

Unstoppable Monk1 votes

Renekton is the only real problem out of those.

Ýones2 votes

The biggest problem i see with him is the mechanics of his mistwalker summoning. I mean he has to build up for it so long by last hitting minions with his Q but once he summons the minions, they are slow, don't do alot of damage and they are killed from one hit. He really needs to hit his E and W to make the mistwalkers actually land a few hits and yet they are so hard to hit in most situations.

Unstoppable Monk1 votes

They can take more than one hit sometimes.

Ralanr2 votes

I can agree that he is a bit undertuned (his heal doesn't really give that much sustain in late game, where other juggernauts have decent sustain) but that's actually something that's kinda good. It better rewards players who learn him now because they'll do better with buffs than others.

Rather than hurt players by being strong early but getting nerfed and having mechanics removed do that it makes it harder for those players to adapt.

Yes I'm still salty about Poppy's E range nerf and AA reset removal. She was my main jungler and it's been hard to play her as a tank jungler since.

Yes I know she's balanced around being a top laner. I suck with her at top because everyone seems to have more harass than me and I can never pull off a stun combo.

Beardrooler2 votes

yorick needs to have ghouls etc before a fight. Not easy to get graves. Relies so much in ghouls etc. kinda sucks

Maximum Morde1 votes

Bitch pls. My Zzrot, Banner of Command, OhmWrecker, Rby Sightstone split push Yorick is a fking god.

Drahcir1 votes

1 vote for "Run it down mid" looks like tyler1 visited this thread.

Blue Moon Wolf1 votes

I think with a few adjustments he will be fine. he certainly feels strong when all his requirements are met to engage, it's just that those requirements take ages to obtain and the enemy can pretty much see you attempting to engage from a mile away. Right now I feel it is WAY too easy to know when he can and can't engage and play around him. If I recall, Illaoi had a similar issue in one of the instances where she was considered bad.

SilverDrake1 votes

I would just add some resistances to the maiden and ghouls so it's a little harder to kill them. lower the mana cost on his e so it doesn't hurt as bad when you miss. And have a more dymanic heal so it heals more in more cases. ie hit a champ bigger heal , kill a target bigger heal, and the list goes on.

The biggest problem with his q is that the cool down is so long early that you get it of once or twice in fight. 40 -88 max between levels 1-6. For most damage top laners this is like half an ability or 1 auto, and yorick doesn't do enough sustain damage to beat out tanks top so he is in a weird spot. So i think dropping the cool down of his q to 3-4 secs all levels would help. And of course they should scale back the damage but it help him sustain against bust and deal more damage to tanks. But that might be to much of a buff

kaffeknappens1 votes

Made a thread about him earlier. Really don't think his numbers are bad but he struggles a lot against champions with dashes since they can just ignore his trades.

I'm afraid he will only be picked last as a counter pick since he has so many hard counters = Same play rate as old yorick = Rework did nothing.

http://boards.na.leagueoflegends.com/en/c/gameplay-balance/uGQwr3vG-concerns-about-new-yorick

Steelflame1 votes

(Read all before raging, I'm proposing a buff to yorick).

Double his ult cooldown. Start the Cooldown instantly, rather than when the Maiden dies. Upon the Maiden's death, remove half of the remaining Cooldown time left over.

This gives Yorick a benefit if he can keep the Maiden alive. Note that for a full refresh on the Maiden, it takes it being alive for 5.3 minutes with rank 1 ult and no CDR, while rank 3 ult with 40% CDR will still take 2.8 minutes to full refresh.

Other than that, I think his graves need to not decay while within a much large radius of Yorick, at least early game. As is, they decay too easily in lane, and just a standard lane movement of 50% between towers is enough to lose the graves you have built up. During your already weak early game, you can lose your access to your passive just because the wave moves far enough to make your old graves decay unless you put yourself into a VERY stupid position where you will eat tons of free harass. Ghouls could also use AoE damage reduction, as they currently don't have that, and anyone with consistent AoE instantly deletes them to the point of not even noticing them.

I don't want his damage to get adjusted yet, he has access to rather insane damage with just Trinity and Steraks atm, and each Q can easily hit 800+ on a 4 second CD by that point in time. Add in Ionians and Spirit Visage, and he has 40% CDR easily enough

Noblewind1 votes

I'd like to add some points from a slightly different perspective to the discussion in favour of new Yorick, as I've moved from champ to champ since I started playing LoL and find the new Yorick to be the best all around kit (for me) and for the first time I feel like I actually have found a main. Win or lose I just want to play him the next game again and again.

  1. Like 99.99% of players I never played old Yorick, it's almost not worth a comparison to me so I'll just talk about the new.

  2. Perfectly okay with a slow start to any new champ release. It's healthy for the game (new mechanics being over a 50% win rate makes zero sense) and as a side benefit it helps players who put the work into them early as buffs tend to come later on.

  3. Lower late game scaling makes sense. A champ that can take 2 turrets + an inhib in such a short time shouldn't also have strong late game fighting power.

  4. Sustain is NOT negligible. You can heal off off more than just champions on low cost/low CD to stay on the map longer than other juggernauts.

  5. You can take rift herald almost whenever you feel like it post level 6. And alone.

  6. The W has weaknesses but is extremely disruptive to the enemy team when you actually come in and cast it mid-fight, is strong for zoning, and gives you almost second to none gank-assist compared to other typical top laners. I see a lot of analyses with his abilities directed to 1v1 fighting, when the champ is meant to be a map controller. I.e. who cares if E is hard to land, you're using it for the CC slow in many cases for helping your team chase/disengaging for splitting, not for damage

  7. Landing E makes ghouls do decent/annoying damage if the enemy is not in the situation where they are going all-in on you (in which case yes they are weak, bit they weren't designed to be champ killers like the old Yorick ghouls).

  8. His power is fairly spread out among his abilities which makes situational gameplay fun, even though the pushing aspect of the kit can be linear. He's a fun balance between damage/tankiness/mobility.

  9. Long live team Gates.

Anonagon1 votes

So, you are saying Yorick is bad because he isn't nearly as autopilot in lane as Old Yorick was? At least, that's what I think you are saying. You say that Old Yorick was a "niche pick" that could be used to sustain through a lane you don't have experience with... that's not a real "niche", because it doesn't offer anything to a team, and honestly, that's not even something that should be supported in the game to the extent that Old Yorick had it. And even though Yorick isn't as ridiculously safe (and oppressive) a laner as he was before, he's still fairly safe. He still has sustain, even if its been toned down, he still has ranged harass, he's got nice base defensive stats, and on top of all that his new W gives him an escape.

If you think that Yorick in general is just weak right now, then just fucking wait a little bit. He's been out a patch. A single patch. Almost every champion appears weak on release, and then gasp if they actually are weak they get buffs.

DirtyDishSoap1 votes

After playing the guy since his rework, I'll give my thoughts on him and the pro's and con's.

Pros. -Easily wins fights with Ghouls. Hands down.

-Ghouls crit strike.

-Q proc range is ridiculously huge, making trades, even without ghouls, in your favor.

-The wall is op. Don't use it to trap, but use it to zone, block out small gaps. If you trap champs, cool beans, but zoning is better.

-The Maiden herself helps win 1v1's hard as hell.

-Incredible damage early to mid game.

-Still a massive lane bully if played right.

-Not very many melee counters.

-A lot more mana friendly than before.

Cons. -Any ranged champion will probably destroy you in lane unless they misplay hard.

-Sustain in lane is minuscule. You won't notice it, and for the CD and mana cost trying to spam a heal won't make up for it.

-Immobile. Even landing an E and getting that speed boost and applying their slow doesn't make up for the lack of mobility.

-Yorick's E is by the weirdest casting ability I've came across. Stand in a certain direction to get whoever in the cone. Sometimes the intended target will be at the edges of the cone and it doesn't hit them, even if it should have.

-E caps damage at 170 I believe, making a hard lane that much harder because your damage for your only ranged ability is capped. %health, but again, useless with the cap.

-Wall is destructible. Why Anivia's wall isn't but Yorick's is is beyond me.

-Falls off late game incredibly hard. Reasons being is not having the maiden or Ghouls.

-Isn't much of a juggernaut. More like a duelist.

-Hard to do anything at all really without Ghouls and Maiden.

-AI isn't all too great. Having the Maiden being as mindless as the ghouls running down lane is problematic.

-Somewhat of a higher skill cap. Not too much, but it's there.

I actually like Yorick. I think he's fun, just as fun as the old one. It's sad to think that the old one could be slightly more viable due to his ultimate, but I think that's where I stand. New Yorick isn't much of a team player outside his fantastic wall placements. He can push lane incredibly hard, but the way he's designed or whatever direction they're aiming at for him to be a juggernaut just doesn't seem to fit the bill for him. That and being a juggernaut, you should have the capability to take on at least 2 other champions under the right circumstances. (Illaoi, Darius), but the fact is, Yorick has a hard time facing more than one person outside of dueling. To me, he's a duelist, hands down, similar to Tryndamere or Yi where the most useful thing they can do is just push a lane mindlessly.

The theme of being a Necromancer and having minions to do your bidding is cool, but why on Earth would you make it to where they just don't follow you after, say, a wave is cleared and nothing to attack? Why would I have to stack my Q again in another lane when this could just be easily rectified? Why is it that the Maiden herself can't just roam with me after clearing a wave? It's so incredibly hard to keep the Maiden if you're Top lane Yorick because the Maiden will just mindlessly tank the tower. I'm aware of jungle Yorick, however, I tried it and I just don't like it, mainly for the fact that I have to try and last hit with my Q, and if I miss, welp, no ghouls.

I honestly think Yorick needs a closer look at to get him a proper identity. Right now, he's just a guy that has minions, a shovel and occasionally takes towers.

5AMHA1N1 votes

Was the rework led by the same designers who created Taliyah ? I know it wasn't but please; his kit is about as underwhelming and bulky as hers, and can only really be played by pros who will never pick him because there are far better options. And he's just so easy to kite and evade it's disgusting. His damage is negligible and no real cc. He's got nothing worthwhile to make him a viable pick.

Rework team please start thinking linearly on your reworks please. Old Yorick was much more fun to play and brought much more to the table than this failed experiment. Roll Yorick back to pre-nerf - I mean... rework, like you did for KogMaw please.

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