Adding a bit of balance to yasuo
Passive: he wins critical strike based on "critcal strike/level" and removing the damage reduction of his crits. This means at level 1 he will get his current crit* 1,05----> up to his crit change*1,8. Less crit but more aa damage as the game goes on with auto atacks.
Q: reduce base damage/put the -10% on criticals here.Make the tornado VISUALLY little/something as it travels,so it will be easier to know where it ends.
W: 1 unit widith or like that. If he is in "the middle" he wont be safe from any projectiles like now, he will be in one side of the windwall not in the middle. That will remove the annoying "ok i stand in my wind wall and you cant touch me".Come on, that isnt used as a wall, that is a bunkern against skillshots right now.
**E:**Costs flow, then generates the flow at the end of dashing,if multiple dashes happens in X seconds,the flow wont be generated until the end of the dashes.Like annie Q,but with dashes. That will open a window for champs that have no mobility against yasuo, by popping his shield and having a bit of time to go agressive before he generates enought flow to dash.
R: is ok in my opinion.Just make you cant cast Q in the middle-end of the ult while the enemy still in the air.
Numbers are ok,but yasuo has a extremely annoying playstyle for anyone that cant burst him with point and click non skillshots or not melee autoatacks.With this changes yasuo poke on Q will be less opressive,making it just a little harras tool+a hard enage assasination tool,instead of "i stab you, then i run"
The windwall and E changes are more focused on the counterplay,making it easier to hit in the current side of the wall and not making it a wall where he stands and is covered from any projectile that comes from any direction.The E changes are focused on stopping his lane bully potential with that mobility.Anyways he will be a slippery bitch at teamfights, he wins flow by level anyways.