Yasuo E experimental change idea
The problem with Yasuo's E pre nerf was that it grants too much damage early game, after the nerfs it lacked damage during almost the entire duration of it till you got a certain amount of AD which takes quite a bit of time as it's bonus AD, but with this experimental change Yasuo's E now works with crit making it more rewarding during mid game instead of leaving it damage lacking for the entire duration of the game. It now has 45/60/75/90/105 base damage, doesn't scale with anything(except the speed of the dash which still scales with movement speed) and applies crit based on ur crit chance. At level 1 it deals a crit for 11% damage, gradually increasing by 11% for each level up up to 55% damage making it a 155% crit at level 5(not affected by Infinity Edge). It get's 20% bonus damage based on the base damage per each cast stacking up to 60%, however the bonus damage increase does not affect how much damage the crit deals.It still cannot dash to the same target once every 10/9/8/7/6 seconds(unchanged) and it still dashes a fixed distance. With this change its damage output mid to late should be around the same as it was before and leveling up the ability after you get crit won't feel that useless when it comes to damage at all.