The strength budget spent in Yasuo's E needs to be tweaked.

Desiderium··4 votes·482 views

There's a few things that don't make sense with Yasuo's E right now, especially in its current nerfed state. I was planning on making this thread before, but it's even more important now after that nerf.

I'm not saying Yasuo didn't deserve that nerf. Or even if he DID deserve it. What I'm saying is that it was a wrong nerf to make, considering the fact that Yasuo's E should not have any damage, nonetheless magic damage, and neither should it be ramping up. Oh wow it ramps up once...so worth doing, right? The power budget here is not well spent and needs to be altered.

  • Remove AP Ratio from E
  • Remove ramp-up damage from E
  • Remove magic damage from E

Now we're not uselessly wasting any of his power budget. Where can we spend it?

  • Increase the speed of dash
  • Slightly increased windwall duration
  • Increase base stats, such as reducing his base MR but allowing it to scale with levels. (This would sacrifice the extremely minor offensive capability of his dash's damage in exchange for slightly stronger defenses, which makes a lot of sense)

In the end, perhaps this will buff him, but the matter is not about whether he deserves a buff, or a nerf, or even any change at all. The problem is that his power budget just shouldn't be used in an AP ratio, magic damage, and a damage ramp-up in this skill. It just shouldn't be there.

4 Comments

Serpents Embrace2 votes

I'm a huge fan of the idea of removing damage from the majority of gap closer in the game, and Yasuo definitely is one of the champions that would fare just as well without that damage tacked on.

67chrome2 votes

I'm not saying Yasuo didn't deserve that nerf. Or even if he DID deserve it. What I'm saying is that it was a wrong nerf to make, considering the fact that Yasuo's E should not have any damage, nonetheless magic damage, and neither should it be ramping up. Oh wow it ramps up once...so worth doing, right? The power budget here is not well spent and needs to be altered.

Most champions don't have 100% internal synergy with the way their kit scales. That's actually a good thing - it prevents champions from exploiting a single advantage by sending their kit into hyper-scaling overdrive and just overpowering everyone after that fateful incident. It also helps prevent the inverse to a certain extent, falling behind in your primary scaling can allow the off-damage to pierce through a bit of committed counter-builds and offer enough fighting spirit to make some plays.

While the goal of the player is clearly to send a kit as far into overdrive as possible so they can easily win, the goal of a designer is largely the opposite - to make winning a struggle, making the game engaging by removing shortcuts, and to demand frequently making good decisions leads to a win - rather than placing the win in a single, potentially accidental decision.

Placing some power in things like Flame Chompers, Yordle Snap Traps, Smokescrean, Rocket Jump, Subjugate, Enchanted Crystal Arrow, Riposte, Bloodlust, Meditate, Make It Rain, Blighted Quiver, etc. is certainly a way to do that.

Also - AP is the only stat that accomplishes absolutely nothing by default. AD, HP, HP/5, Armor, MR, MS, Armor Pen, Crit, AS, Life steal, spell vamp, CDR, generally mana and MP/5 all do something regardless of whether or not they have the best interaction with a champion's kit.

AP doesn't. AP needs AP ratios to accomplish anything at all.

There's only like, 8 champions that have no 0 AP ratios to speak of. Yasou has so much internal synergy I don't see him as a solid candidate for #9 (and honestly think most of those 8 should have an AP ratio somewhere).

  • Increase the speed of dash
  • Slightly increased windwall duration
  • Increase base stats, such as reducing his base MR but allowing it to scale with levels. (This would sacrifice the extremely minor offensive capability of his dash's damage in exchange for slightly stronger defenses, which makes a lot of sense)

Every single champion in LoL starts with 30 MR, and most of the melee ones get 1.25 per level. It's a very universal stat that fallows 1 of 2 patterns on every champion - so, not ideal to change that just for Yasou.

To further expand on base stats - base stats among most champions are incredibly close. They tend to serve more as a place to put the remainders so abilities can be nice whole numbers and multiples of 5 over being a place to make meaningful differentiation between champions. If a champion has more armor, AD, MR, or HP than the next guy it's placed in an ability more often than not. This is really handy for clarity, as it means Sion's 65 AD steroid translates into him having 65 more AD than the next guy, Leona's +60 armor/mr buff giving her +60 armor/mr over the next guy, and Shen's Feint causing him to have 220 more HP than the next guy. As Runes and Masteries exist you still get to define a champion as a tank, fighter, mage, marksman, support, or assassin from level 1 with 0 items.

Throwing base stats off to compensate for skill power is all kinds of annoying though, it causes charts of base-stats to be cross-referenced to determine the actual value of a lot of +stat skills, and it can often lead to realizations such as Lissandra and Fiora's respective passives essentially not existing. The former of which is bad for clarity, the latter of which is terrible for clarity, because it's not just confusing - it's misleading.

TehNACHO1 votes

Ehh.

Recall that Yasuo has built in Armor Penetration and can buy yet more with a Last Whisper. E's damage falls off hard late game almost because it's Magic Damage because any champs that have even the least amount of Magic Resist are just going to negate most of its damage. While you may also be removing the ramp up function of the skill, do realize you may accidentally be adding yet another late game utility that can hurt you a lot in Yasuo's late game, something that you may not want to do if you are reducing the power budget here considering this may end up making Yasuo stronger during the phase he is strongest.

TehNACHO1 votes

Continuing, note that not even Rammus has more base Armor than the 30 Magic Resist everyone starts with at Level 1. This is another gate on E's power created by it being magic damage, it's actually resisted even more by champions at early levels.

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