Should Yuumi be intuitive to play?

It seems to me that Yuumi is supposed to be simple to play by design:
Her most impactful skills are:
- W (invulnerable and positionally indifferent)
- E (boosts and heals)
- R (engage, disengage, panic button)
but all three of these buttons are very uninteractive to use (not fun) - W is a turn-my-brain-off passive buff, E is an auto-targeted cooldown simulator, R is a panic button. They're also equally not fun to play against - you can't dodge the R, you can't do anything about the heals, you can't touch Yuumi or debuff her effect.
All of this is ok IF Yuumi is meant for low skill-cap players.
BUT her passive is not for low skill players It asks you to:
- engage the enemy
- while vulnerable (VERY vulnerable: all her spells have a disadvantage when used unattached [Q is literally crippled])
- with only a Q that has no threat
- while reserving zoomies for your ally
- get away unscathed to keep the shield
In total, this passive says: If you let the enemy hit you, you can have some mana and a shield - if the shield survives you can give it to your adc. This is a scam. Your ADC is always taking damage because it's 2v1 anytime you want to use your Q (which is all the time) - this means you can't afford to spend E healing yourself - which limits your options for taking a bullet.
Evidence Yuumi's kit is not working: These are top 5 runes (according to lolalytics) with the highest winrates (compared to her ~30% overall win rate):
- Cutdown (secondary) - 42.54% (Note: this is a ~40% improvement on the overall winrate - that's ridiculous)
- Unflinching (secondary) - 37.5%
- Sudden Impact (primary) - 36.22%
- Overgrowth (secondary) - 35.2%
- Triumph (secondary) - 35.02%
None of these synergize with Yuumi's kit - meaning she's more effective when played off-meta (these runes suggest an ADC playstyle). This also implies that Yuumi adds negative value as a support. This makes sense because bot-lane is 2v1, with a 600g reward since Yuumi is helpless after her adc dies because she spent all her Zoomies trying to keep the adc alive (Zoomies is her only disengage).
Solution suggestions: I think there are 2 main paths we can choose with Yuumi: Low-skillcap or mechanically-interesting. Just some ideas:
- Low Skill-Cap
- While Yuumi's passive is available, her autoattacks have bonus range/deal bonus damage
- her Q applies the slow while unattached
- Zoomies also heals Yuumi while attached
- Yuumi gains a stack of Zoomies if her anchor is killed
- Mechanically-Interesting
- Reduce the shared adaptive stat Yuumi gives (down from what they are right now), and instead: for 5 seconds after Yuumi procs her passive, her shared adaptive stats are tripled - this would add so much more ebb and flow to her play-style.
- Hitting enemies with Q reduces the cooldown on passive/E
- If Yuumi's anchor is killed, Yuumi gains a stack of Zoomies
- While unattached, Q is a completely different skill for either: zoning, disengaging, baiting, make trading more forgiving
- While unattached, Zoomies regenerates stacks faster
- While attached, redirect some of the damage the anchor takes into Yuumi's mana
I also have some QoL suggestions for Yuumi:
- Zoomies ignores unit collision (creep block - why was it introduced? Use it!)
- A portion of Yuumi's ms/armour/mr is given to her anchor (boots
and defensive items
are useless while attached and don't synergize with her kit. You're limited to Athenes
> Ardent
> full ap

I want this champion to work and be fun to play! [sg-janna]