Yasuo Rework
Yasuo is one of my favourite champions in the league, every now and then I go back to playing him, but he's not the champion I think he should be. You either snowball into ridiculous levels of power, and destroy everyone, or become slightly useless later on. In my opinion his passive and utility bar system are to blame, as well as his ultimate. The flow system is a bit of a gimmick with nothing in his kit really requiring it at all, it's just a free shield. His Crit passive is just a free stat with no consequence.
I can't boast 300 odd Yasuo games like some people can, but I have a decent understanding of his kit, and I think the decisions that I have made here are well informed.
With that said, lets get on to the rework. The Yasuo I play plays a little more like an assassin than a fighter, and this is probably reflected in my changes.
Passive
- Intent
Yasuo's critical strike chance is doubled, but the damage dealt by his critical strikes is reduced by 10% (25% on Steel Tempest).
Yasuo's critical strike chance changes based on his flow.
This Critical strike chance will be a bonus for most of the time, however when Yasuo has minimal flow, the value should decrease his critical strike chance by an amount. This will mean a skilled Yasuo must manage their flow to get the most out of their abilities, engaging on an empty flow bar will have you dealing lesser damage.
- Resolve
*This part of Yasuo's passive I left as it is.
The only change that I think needs to be made is that Yasuo's shield should activate when hit by a turret.
- Steel Tempest
Yasuo's Q ability is fine how it is, it might possibly need some damage buffs after the removal of the free crit chance, but with the removal of crit damage reduction it has already been indirectly buffed
- Wind Wall
Yasuo creates a gust of wind that travels forward to form a wall 400 units away from himself. The wall drifts forward over (1.5?) seconds, blocking all enemy projectiles with the exception of tower hits.
Changes to Yasuo's wind wall are quite small and could go unoticed until you get in game. I think the speed the wall moves should be increased, but the time it takes to dissipate should be reduced. I believe this would change it's use dramatically. Instead of being used in teamfights to block all damage, it is used as a sort of parry, to block somethiing like an ezreal ultimate. You would require good timing to block something. Of course as these are straight nerfs to the wall, the cooldown should come down significantly.
- Last Breath
Yasuo blinks to the nearest visible Airborne enemy champion to the cursor. Upon arriving, he suspends all airborne units within a 400-radius of his target in the air for 1 second.
Yasuo gains increased flow capacity for every champion hit for 15 seconds, and instantly generates maximum Flow.
This is important, most of this is the same, but Yasuo will gain a larger shield for using his ultimate on a larger group of people. This not only makes him more likely to survive, his attacks would have massive Critical strike chance, because of the 'Intent' section of his passive
Once he lands, Yasuo deals heavy physical damage to all nearby units ~~and gains 50% penetration to bonus armor for 15 seconds (this affects armor from items, buffs, runes and masteries). ~~
Last Breath needs a damage buff, I would suggest similar scaling to Lee Sin's ultimate. However, there is no reason why Yasuo should be able to destroy tanks and squishies alike, the bonus armour penetration is unecessary.
Casting Last Breath will reset the chain/Gathering Storm procs on Steel Tempest.
This is a slight buff, Yasuo could charge up his Q twice, cast last breath and then be ready to cast a whirlwind upon landing
Obviously these ideas aren't perfect, and I'd appreciate some 'constructive' feedback.
Thanks if you got this far.
). Keeping his crit chance passive keeps him consistent and makes most of his damage come from his auto attacks, which is much better for consistent DPS and gameplay clarity. Also, fun fact: Last Breath has 150% Bonus AD scaling. As with any bonus stat scaling, it's very weak early game but very strong later in the game when he has items.
will not make that useless, he permanently lost 10% damage from his crits (omg so much)