A Yasuo Rework Should Focus on Eliminating the Gap Between Low Elo and High Elo
Yasuo's winrate in low elo is amongst the highest in that tier, up to around ~53% in Bronze, but his performance in higher elo is often inhibited by meta picks shoving him in to turret and roaming or getting cc'd and blown up in an extremely quick period of time. His winrate in Dia+ is around 48% which further decreases as one travels up higher up to Diamond I and Challenger.
For a champion that should be hard and have a lot of skill associated with the kit, he certainly has too many handholding mechanics that make him super overbearing in low elo. On the other hand, he does not enough base defensive abilities that actively allow him to reliably deal with melee or tankier threats as most skirmishers do have.
I think a large portion of the ban force that is both detrimental to Yasuo mains and those who hate his kit. Is the result of a kit that in practice has a high and extremely inaccessible skill ceiling, but an unfathomably low skill floor. This causes his winrate to be tilted positively to Bronze and negatively towards Diamond, in contrast to the other high skill cap champions like Kalista, Elise, and Lucian.
End Result:
- Fewer Yasuo QQ threads on the top of the boards.
- Higher access and satisfaction to Yasuo mains at the top of the ladder.
- Lower accessibility to him at a lower tier, but much more rewarding and somewhat easier to master the extremely mechanical elements of his kits (keyblade, airblade etc.)
. 100% skillshots so you can dodge everything, short range and has to land combos. You can evade, get on top of him, bait his E, interrupt his ult, disengage at 2 stacks ect. You decide how the fight against vel'koz will go. You can out play him and he can out play you.
or
are super strong and not very hard in lower elos because the games last forever so they will eventualy scale