9.24 Yuumi feedback

Gloomsnooze·12/5/2019, 6:58:28 AM·10 votes·8,687 views

I'm just gonna jump right into this. (This is all based on the current PBE Yuumi changes Yuumi )

Passive - I think the changes to her passive are good, especially considering that the mana cost of her other abilities was increased. Making her passive stronger/more necessary to her kit encourages Yuumi players to jump off of their allies and play a little aggressive in order to get that mana and shield. I think that in general this is a healthy mindset to have with Yuumi, because of the fact that she is invincible most of the time.

Q - I don't entirely mind another damage nerf, but the decrease in duration doesn't feel the best. I think I would be fine with something like: Base duration = 2 seconds (+ 0.1 seconds per rank). Another possibility for her Q would be to make it so it does splash damage, BUT only while she is unattached. This would make the otherwise slow and weak projectile at least useful in it's own way, which would push her to actually try to use it like a regular skill shot and detach from her allies.

(Edit 2): I appreciate all the comments! One of them mentioned making Yummi's Q mark enemies so they take more/bonus damage and I think that is a great Idea! Basically the damage on the Q could be completely removed in favor of it being a more support/teamfight tool rather than a poke tool. The mark could do something like: "Enemies marked take bonus damage when hit by allies for X seconds" or it could just be a single burst of bonus damage if they are hit by an ally. Additionally this could be stronger for melee champs who are obviously going to be in the middle of fights and will die most often, which is naturally risky for Yuumi. Either way I think it's a cool idea to think about because it removes basically all of her direct damage and makes her a full utility champ which might be what she need.

W - I really don't like these changes. That's probably not surprising, but let's break it down. So the first big change is that she has a new .25 second channel time when attaching to allies from an unattached state. While that doesn't sound like a long time it can ruin a lot of clutch plays and it pushes the champion in the opposite direction of her passive. This change makes popping off of your allies inherently riskier than it already is because you are vulnerable for longer after casting your W. (Keep in mind her W can still be interrupted midair) This issue is significantly compounded by the second change which makes it so that her W is put on a 5 second cooldown after being hit by immobilizing CC. If Yuumi is hit by CC it already means she is very likely to die she is quite literally one of, if not the squishiest champ in the game. This also means she cannot heal her allies for 5 seconds. She is not only CC'd but she then loses her purpose for 5 seconds, she "is no longer a champion" as the kids say. To compensate the adaptive force given by her W has been increased... which is still pushing her into that stagnant position of never popping off of her allies, because now she is gaining more power from just sitting on them.

My recommendation for Yuumi's W: Revert it back, then remove the adaptive force entirely. Then make it so that her W slowly gains stacks/power over time while she is unattached from allies. Once she attaches each stack empowers her allies next auto attack to do extra magic damage. This not only encourages playing more independently while still keeping the core Idea of her W making her allies stronger while she's attached. These stacks could even be collectible moon-moths floating around the rift as a nod to her lore. This would also encourage Yuumi players to build boots, move on their own to ward more and walk to objectives on their own rather than sitting on allies the whole time. I think frolicking around and collecting moon-moths is exactly the type of thing Yuumi would do and it fits her character perfectly.

(Edit): Clarification on this W suggestion. Moon-moths would not work like Bard's Chimes, but more like thresh/senna souls that just pop up from minions, except with brush. Basically the moths would spawn in the brush around lane within X range of Yuumi. Each brush would have a "cooldown time". Basically the idea is not to get Yuumi to roam, but rather to make her move around the lane by herself a little more and make use of brush to poke/ward more than she might if she was just staying attached to her ADC most of the game. Furthermore, having lane priority would give Yuumi more chances to collect moths from brush, which promotes an aggressive playstyle. This is really just a random idea I had to make her W more interactive and it could totally be something else, however I wanted to clarify what I meant since it wasn't super obvious.

E - I am fine with the changes to E. I think making it stronger and increasing its mana cost makes a lot of sense for Yuumi considering the types of items she wants to build.( item 3174 item 3504 item 3107 ) I think the change to the movement speed buff is great as well. It feels a lot better when it is just a static 3 second buff rather than a 2 second decaying buff. The only thing I'm questioning is the attack speed buff. This is interesting because Yuumi herself can make use of this (obviously not optimal) but I feel like most people will just want to sit on their ADC all game. Basically this buff is better on characters that auto attack rather than ally mages or tanks. Maybe this is on purpose but I think a more general buff would be better, or even just removing it and putting the power into a different part of her kit.

Overall: I think Yuumi's kit should rewards players who use her in a way that exposes her to danger for more of the game. I think just sitting on your ally should be the weaker strategy because it is much more safe and promotes stagnant gameplay.

I also just want to say that I appreciate all the work the devs/artists/writers put into making Yuumi and bringing her to life. She is my favorite character in League and I'm thankful she exists! I just wanted to share my thoughts on how I would maybe try to improve her myself. Thanks for taking the time to read! <3

30 Comments

Paroe12/5/2019, 7:27:10 AM3 votes

{quoted}

My recommendation for Yuumi's W: Revert it back, then remove the adaptive force entirely. Then make it so that her W slowly gains stacks/power over time while she is unattached from allies. Once she attaches each stack empowers her allies next auto attack to do extra magic damage. This not only encourages playing more independently while still keeping the core Idea of her W making her allies stronger while she's attached. These stacks could even be collectible moon-moths floating around the rift as a nod to her lore. This would also encourage Yuumi players to build boots, move on their own to ward more and walk to objectives on their own rather than sitting on allies the whole time. I think frolicking around and collecting moon-moths is exactly the type of thing Yuumi would do and it fits her character perfectly.

Oh god please no. This is an absolutely terrible idea that turns Yuumi into a very, very poor imitation of bard. She is NOT meant to be a roaming support, and trying to turn her into an "easily distracted" minigame makes her a troll pick in every sense of the phrase. The adaptive power is very nice and helps Yuumi be a viable pick vs every other enchanter, since she doesnt bring much to the table besides an average heal, situational semi-hard CC, and making her lane a 1v2.

To be perfectly honest Yuumi needs her Q changed to not slow. Its situational and usually amounts to nothing at this point since its been nerfed into the ground.

Lystrates12/5/2019, 1:24:11 PM3 votes

With the W change, separating from the host must give MUCH better rewards to be worth leaving.

This change basically incentivizes Yuumis never to leave the host. I certainly dont plan to leave the host when enemies are around if this goes through.

Karn Bishop12/5/2019, 9:27:43 PM1 votes

Yuumi main here as the W stands with the delay and teleport boot i simply won't get off to auto and trigger passive unless my opponents have no disruption CC, even then i would hesitate if its a champion that dishes out a lot of damage because it might not be worth it.

My current plans for playing new yuumi are rushing extra mana regen early and running spellbook and starting with teleport so i can point into Q spam it for the gold then recall and tp back after getting my mana regen then permanently swap out to ignite, exhaust and heal.

edit: this plan depends entirely on how the 1 second duration nerf on Q ruins Yuumi for playability or not.

5050BS12/5/2019, 10:07:57 PM1 votes

The W change is so she cant just dodge everything if an ally is nearby. She was TOO safe. You had to kill ALL of her Allies to get to her.

Daddy Ants12/5/2019, 11:38:14 PM1 votes

Anything that guts AP Yuumi and forces her to build how she's intended to... ENCHANTER.. is good to me.

Astralift12/16/2019, 12:16:14 AM1 votes

I don't know if anyone else has mentioned it, but the W changes even with the "%increase" is a nerf to her numbers. W no longer takes her own AP into account. She is discouraged from building AP items altogether. I don't even know what to max anymore because I feel like my maxing Q no longer deals enough damage, but if I max W I'm a stat bot and if I max E im out of mana for days

Cloud27312/5/2019, 7:55:17 AM1 votes

I think this is the wrong way to balance Yuumi. Rather than gutting everything in her kit, I think they should give her limits on how long she can be attached to someone. That way she can't just pocket heal whoever the strongest person on her team is all game.

Delightful Mango12/5/2019, 2:25:36 PM1 votes

Breaking it down for ya:

P: The passive change was made so yuumi plays more aggressive early game, tell me 1 champion that has mana issues mid-late game (except poor baby Diana, who's getting a rework, thanks god)

Q: I don't really care lol, you ain't playing her for damage or duration anyways, just for the insane utility.

W: At Max Rank is insane indeed, i love it! It encourages you to sit on the best ally, not the most fed, or the tankiest, but the best player. Late game you don't wanna get off of them anyways, why is it bothering you? .25 seconds delay, so she isn't aids to play against? Thank you riot, finally listening to others rather than ADC players? Give me! Give me! 5 seconds of complete uselessness if you get cc'd, also nice, encourages smart plays rather than completely popping off and on without the ability to get punished by bad plays.

E: whatever