Yasuo, the Unforgiven [A Minor Rework with Major Consequences]

Mãge··47 votes·4,018 views

Hello, League! Yasuo is a champion with a relatively high mechanical skill ceiling. Players who master the champion should feel rewarded for having invested a sizable amount of time and effort to play such a difficult champion. Instead of outright reducing the ability of Yasuo players to work with the tools that they have, we can generate creative solutions on how to improve the champion for the health of League of Legends moving into the future. You see, Yasuo generates frustration because of a lack of clarity in his kit. Player frustration begins when a champion fails to properly project the right cues – Yasuo’s a samurai who should deal damage by cutting his enemies down with this sword, but his fantasy is improperly aligned with the actual gameplay.

What is this lack of clarity? Well, for starters Yasuo deals damage with an ability that doesn’t telegraph the message “I deal damage!”: Sweeping Blade. It doesn’t make much thematic sense. Second, his passive grants too much power, too early. Double critical strike chance from the get go means the moment Yasuo starts building any meaningful amount of the stat, he gets a ton of free damage at a point in the game where champions are ill-equipped to deal with undeservedly high auto attack damage. Then finally there’s his shield, which grants him perpetual extra tankiness for simply existing, as it scales only with level. Yasuo isn’t Malphite – he’s a fighter, not a tank. Removing the “perpetual” aspect of “extra tankiness” ensures Yasuo doesn’t get any free power that contributes to his overall lack of clarity.

Making Yasuo more clear means properly addressing all of these issues and hidden boosts that generate most of the frustration in players playing against him. The first thing to hit, therefore, would be his passive. Let's go through this iteration of his kit ability by ability.


Way of the Wanderer (Passive): Yasuo generates his resource, flow, by moving (distance covered by Sweeping Blade counts). Upon reaching maximum stacks, he instantly gains a five-second shield equal to his total AD plus a base amount that scales with level.

Right away, Yasuo’s ability to gain double critical strike chance without any active input on his part is cut from his passive entirely. We solidify the theme of flow being a movement-generated, time-sensitive resource by forcing Yasuo to be instantly shielded whenever he reaches the right number of stacks. Proper management of this resource becomes, -cough- critical, to Yasuo’s success. To wrap things up, the shield has a lower base value, but lasts much longer and scales with Yasuo’s AD, thereby reducing the power Tank Yasuo gains just for leveling up while incentivizing the building of AD.

Emphasis: The shield lasts five times as long as it currently does and scales with AD, so it will be STRONGER when it does activate. Good Yasuo players can time this by influencing how often they decide to dash with Sweeping Blade and how often they pace back and forth.


Wind Wall (W): Passively, Yasuo gains an additional bonus critical strike chance from items (this bonus increases with this ability's level). When activated, Yasuo creates a wind wall that destroys all projectiles that encounter it, except Turret shots.

The bonus critical strike chance Yasuo gains is moved to his basic ability, Wind Wall. If Yasuo wants to access the “double” critical strike chance passive that was straight up handed to him for free before, he’ll have to level up his wind wall. The late-game power of Yasuo is unaffected, while the early and mid-game power of Yasuo is drastically reduced if Yasuo decides to build pure critical chance without first building damage items.


Steel Tempest (Q): Damage dealt changed to equal Yasuo’s total AD. Does not apply on-hit effects, but can critically strike. Steel Tempest’s whirlwind deals an additional 50% damage. Higher ranks reduce this ability’s cooldown.

While moving down Yasuo’s kit, we first return to his Q. These Q changes increase the clarity of his kit – Q works almost just like a basic attack. Dodge the whirlwind – it deals a lot of damage, always. With these clarity updates, when you lose to Yasuo, you will know exactly why you’ve lost when you’ve lost. You didn’t dodge his whirlwind; shame on you.


Sweeping Blade (E): Yasuo dashes a fixed distance in the direction of a target enemy, allied champion, or allied pet (allied minions are not targetable). Each dash marks the enemy Yasuo dashes through, rendering it untargetable by this ability for a moderate duration, and generates a stack of Powerful Gust. Each stack of Powerful Gust increases Yasuo’s movement speed moving directly away or towards enemy champions.

We touched upon free damage earlier and emphasized the whimsicality of Sweeping Blade’s magic damage. Instead of dealing damage, Yasuo gets better at chasing and kiting when moving directly towards or away from enemy champions and can also target his allies to get around in teamfights. Having the Samurai chase or kite you while thrusting his blade for physical damage makes much more sense than having him body tackle you for magic damage.


Last Breath (R): Yasuo blinks to the location of any airborne champion(s) and keeps them in the air for a second, dealing damage three times (one and two in the air, three on the way down). Enemies with ≥half their maximum health have their armor reduced for a duration, while enemies with <half their maximum health are dealt additional damage based on their missing health. Instantly generates some stacks of flow on cast.

If there’s one thing that Yasuo players could use, it’s a finisher ability that looks cool and does what it looks like it should do. This change gives Yasuo players the ability to contribute in a meaningful way to their team when they do Last Breath a bunch of enemy champions at the start of a teamfight, but also rewards them for using it to finish off low-health adversaries at the end of close duels. The whole three separate strikes instead of one thing is just icing on the cake to ensure the ability functions exactly the way it appears to function – you might just survive a 1on1 fight you wouldn’t otherwise have survived because you killed your opponent a split second earlier with this version of Last Breath, activating your Dangerous Game mastery just in time to cover a final tick of Ignite.


Summary

  • Yasuo’s core identity isn’t a problem. He can be a samurai who dashes around constantly to confuse his opponents. He can retain his mobility, have the cake and eat it too. The problem only arises when players get frustrated because a part of his kit doesn’t belong in the right place at the right time. Double critical strike chance can exist, just not so damn early on. A very strong wind shield passive can exist, but not without windows of weakness and active management on Yasuo’s part as well. These changes to his kit reinforce his core identity as an agile, skilled warrior that hacks and slashes at foes to victory.

TL;DR

  • Yasuo’s passive shield is much stronger, scales with AD, and lasts five times as long as long when properly and actively managed.
  • Yasuo’s double crit chance is moved to his W.
  • Q is more intuitive; deals the damage of an auto, whirlwind deals more damage.
  • E doesn’t deal damage; instead grants stacks of Powerful Gust.
  • R deals more damage to low health targets, reduces armor for high health targets.
  • Thank you for reading if you went through the entire post with me, seriously.

Yours in Faith, Cardi

81 Comments

Gnart Even Close10 votes

Honestly, I think you have a couple of interesting ideas but a lot of it wouldn't work. The thing I could see working best is the critical chance multiplier scaling with level instead of always being double. Whether it be directly with level or through levelling up an ability is besides the point, the whole idea of it not being static is important. His passive shield is fine as is, and isn't unhealthy in any way. I guess you could argue for different scaling on it other than just level, but it works fine as is. It's mainly his interactions with critical chance that are the problem, since it forces him to be balanced with low base stats but absurd damage once he gets crit. Another major problem is the way Phantom Dancer currently works with its damage reduction. Yasuo shouldn't auto win 1v1 fights because he builds one item. His E is mostly fine as it is. I do love the idea of Yasuo's ult acting as a finishing move rather than just as a way to get bonus armor penetration.

Akali is SO HOT9 votes

This would completely gut his early and mid game and only make him good late game if he snowballs somehow mid game. The only steroid in his kit is his critical strike chance and moving that to his W makes it so he doesn't get full access to it until level 18. It also means that he has to take critical strike runes which is annoying to do or he would need to get another crit item which would be both a major stat and slot inefficient buy.

Not having control over his shield is not fun to have when playing Yasuo and defeats the purpose of his shield entirely. The only other champion that has a resource to control like that is Gnar and he can manage it pretty easily by saving his abilities. Yasuo on the other hand would have absolutely no control over it because he needs to be dashing around and moving constantly to make the best out of his kit.

Yasuo's E doing damage makes it so he can farm in a lot of matchups against ranged champions that he would otherwise lose every time which this change does to him. Letting him target allied units is just unnecessary and pointless.

His ult is fine the way it currently is and doesn't need changing. That change seems pretty pointless and is not needed.

This is honestly just a complete gutting of Yasuo and would entice people to just go back to tank Yasuo entirely because his kit wouldn't be able to function at all as an offensive melee carry. This just makes his kit feel much clunkier to play and makes him much weaker.

Mãge5 votes

"This would completely gut his early and mid game and only make him good late game if he snowballs somehow mid game."

Base AD and attack speed can be adjusted to make up for lost numbers. The concept is what's important - clarity for his opponents.

"Not having control over his shield is not fun to have when playing Yasuo and defeats the purpose of his shield entirely."

He controls when his shield activates by deciding to move or not to move as often. The shield is also stronger with AD and lasts five times as long so that he can make trades with it activated.

Akali is SO HOT12 votes

You can't just decide when to move and when to not move. I don't want to have to stop moving and miss a ton of cs just so my shield doesn't pop. Right now, the only time you shouldn't be moving as Yasuo is when you're recalling and this change defeats the whole purpose of that. No amount of base stat changes would fix these changes to his abilities unless they were overtuned and if they were it would give people even more of an incentive to go tank Yasuo.

His kit is perfectly fine the way it is right now. People here on boards just don't like it because he's one of those champions that you just can't click on for a million damage without having to think at all. Who would've thought that playing against a champion where you actually have to think a little harder would annoy people. The reason people complain is because they're bad and don't want to learn how to play against Yasuo. He's fine and this rework would make him unfun to play as a melee carry and make him even more unfun to play against because people would just go back to tank yasuo.

Apollocliptic2 votes

While I agree these changes wouldn't work (especially the shield one) I have to say, there's plenty of reasons not to like Yasuo, and it's not because you can't click on him for free damage. Personally, I don't like how long he can "maintain" his Q, by stacking it for the tornado and run around for a few minutes to use appear out of jungle with a long range knock up, or how quickly it is up again if you do dodge it. That, and the fact that he is one of a handful of champions that can lose entirely, feed badly, but still 1v5 by midgame. Champs shouldn't be "feast or famine" but Yasuo is pretty much never weak or behind, you just get people that can't use him. Many other mid laners if behind have a hard time getting back into the game.

Long story short, his powerspike is too easy to attain, laning against him isn't my issue, it's the fact that even after I beat him he still wrecks pretty much everyone else, gets fed and then I can't face him anymore, he can mess up and get away with it quite easily, and he can roam into other lanes with Q already proc because of how long he can hold it for. (making it easier to roam and get kills)

True, other players might be worse, or need to have batter awareness when you ping them, but he can just ulti them under tower, even when they do respond, and following yas into FoW isn't wise, so you always take a longer route (unless your taliyah, fizz, kassa, etc) I think his Q needs more cd, and he needs to be punished for failing, right now it doesn't feel like it compared to other high skill champs that if they don't land kills with their combos tend to die.

FrostBite NWS2 votes

I feel as if you're not a Yasuo player. Yasuo's Q cool down scales with attack speed, meaning his Q won't be quickly up again at any point until level 16 with a PD and Berserker's greaves. Also, don't pretend as if Yasuo's ultimate is used to one shot the enemy laner under tower. While the damage is nice, Yasuo uses it for the CC, gap closer, and risk-free damage. Yasuo would easily get more damage in the 1 second it takes to ult simply by using e, q, and auto attack being that he has 2x crit chance.

Apollocliptic2 votes

If you think about what I'm saying situationally speaking, Yasuo wouldn't one shot them under tower, but after they've completed a trade or just disengaged, it's one thing to gank in lane with good timing, another to knock-up from the FoW (or if it's warded right just behind/aside tower) to finish them off and dash away.

For clarity, It's not the dive I'm criticizing, but the fact that he can have his Q proc ready without revealing himself due to being able to hold it for so long. If he goes into lane to proc it first, it gives the lane a chance to prepare for it.

As for the Q scaling with AS and items etc, kinda irrelevant to my point, my point is how often he can use it, not how he reaches that point in the first place. And from around level 3-4 (not taking into account runes and masteries that are often standard) it is very frequent, but by early-mid game, maybe one item, it is already very abusive for a long range zero cost ability.

FrostBite NWS1 votes

I understand what you're saying (for the most part apparently), but Yasuo isn't the only one who can do that. Anyone with a skill shot or dash can do that, so Ahri, Diana, Akali, Malphite, Ashe, Jinx, etc... His 3rd Q doesn't hold a charge long enough for him to walk from lane to lane holding the same charge (even if he hits scuttle), that's why untimely roams on Yasuo are incredibly frequent. As for the "long range zero cost ability," not only is the animation for just having the ability incredibly obvious (if not the most obvious ability in the game due to him glowing, the sound it emits, and air flowing from all parts of him), but casting the ability is incredibly obvious (despite being able to animation cancel with Windwall). If you end up hit by this ability from a long range, you deserve the damage following it (if any).

Apollocliptic1 votes

He definitely can't do it from lane to lane, but he CAN do it with scuttle, untimely ganks are common because Yasuo is a bit strong and many bad players use him lol (also, if your side lanes ward they re-position effectively to make him waste it)

Regarding those dives, I know a few champs that are much worse when it comes to diving and getting away with it, Malphite is an obvious one, but whether he has follow up, or if he has built damage makes a big difference, or if enemy is below 40% or more like 60%, because his escape is not that good so without the burst it can backfire. Lee is probably the best, and ashe and ashe ranged skills are a separate matter which is part of how those skills are meant to be used, but I digress.

The frequency of his use is a separate point, at full range you can usually dodge it, (not from FoW, even with the shout, by the time you see it it is too late for most champs). But with hyper mobility, a fairly long time he can hold on to it, and like I said originally, how quickly he gets it back "when you dodge" make a difference. If you are not a mobility champ "ekko, fizz, lb, etc" dodging becomes much harder, because despite you knowing that he "Can" do it, knowing "when" and the breadth and travel speed make it much harder to dodge than many other skill shots. Nidalee's Q that everyone complains about is easier to dodge. But again i want to stress, this is not something I am saying to nerf, it's not the strength, range, or speed of the skill, but the frequency I think is a bit much. Reward him for landing such a skill, but punish him for failing. Too many bad yasuo's are winning because of the nature of his kit, reducing the frequency wouldn't make the good ones any weaker, but would reduce the spammability that most higher level players do no rely on anyway.

Anyway, I don't think Yasuo is that bad, I can often beat him with my champ selection, but MOST people lose to him, and once he is fed, he is just annoying. And he comes back from being behind quite easily, so beating him in lane isn't even enough, so I started banning him anyway, not because I can't beat him, but because he will still carry even when I do. (I never ban him when I'm with premades to be fair, as their are worse champs or champs that specifically counter our team composition).

I personally find Akali is FAR worse in this regard. Can destroy her 3:0, have more than double her farm, she hit's level 6 and can tower dive, two shot me, and escape when I was full hp and she runs off with 10. She snowballs and catches up so insanely well no matter how good you're early game, and will precede to dive every lane as often as she can, because there's little you can do about it if you don't have a leona or lulu instant gib, to which that is the ONLY time she isn't diving, and she just dives somewhere else until even that won't stop her, but she's always been an unhealthy champ that is either too strong or too weak, so what can you do? Fortunately she is not as common as Yasuo and also banned less often too.

GULAG 4 U7 votes

It doesn't sounds bad at all, but the w's crit chance numbers need a look at em. I assume you removed Yasuo's crit damage reduction, if you did, then the numbers more make sense to me you need 57% crit to reach 100% with the current 1.75 which is a bit hard to work with. Also why make Yasuo's mobility unidirectional outside thematical purposes? Also you would need to buff his early base stats by gazillion amounts so he can survive early and not be completely dumpstered.

Mãge3 votes

This is my favorite question to date on all my posts :^) You really read into it huh. Thanks!

Okay so the thought process at first for Powerful Gust was that Yasuo could chase his opponents more effectively with each stack. I didn't want to give Yasuo direct access to movement speed because he already has a lot of mobility invested into his E. But then I quickly realized that his fantasy also entailed him kiting his opponents with Steel Tempest while running away.

At the end of the day, the solution was a marriage between an attempt to limit his movement speed buff and an attempt to fulfill the Samurai fantasy: Yasuo can access this movement speed, but he has to dash around a lot first, and he can only use it to directly chase or directly run away from (kite) his opponents. He can't use it, for example, to go around a corner as effectively.

Again, absolutely loved your question. Quality stuff.

GULAG 4 U2 votes

Also there are some things that are unclear in your post, does his E's cooldown change? Q cooldowns? Base stats?

Mãge2 votes

That would be up to Riot :^)

I avoid numbers and fine tuning on purpose. People aren't fond of exacts when it comes to imagination.

Only here to offer my thoughts on gameplay and how it could be improved.

GULAG 4 U2 votes

Well I meant more of an approximation, about how long they should look like. You're def right about people not being fond of exact numbers. I wouldn't put exact numbers when I suggest a rework too.

Ruin Lance7 votes

Passive: now useless/highly situational, laning phase destroyed

Q: full on nerf, removing damage from his kit that he needs to survive laning

W: this passive should be a part of his regular passive still and if you want him to benefit less from crit early just put it on his regular passive but have it scale with level, benefitting 2x from crit chance at level 11.

E: another huge part of his kit gutted. a major early game damage source is gone with no compensation whatsoever.

R: this would be an extremely inconsistent part of his kit that makes no sense at all.

IN CONCLUSION: this "rework" completely guts yasuo, destroying his laning phase and mid game with absolutely zero compensation.

EDIT: you can fix this by completely reverting the shield change as that has to be one of the dumbest changes. adding base damage back onto yasuo's Q, and increasing it significantly since you removed his E damage which is a huge damage source in early/mid game. with his crit chance passive, move it back onto his regular passive scaling with his level, and also keeping his extra crit benefit once it hits max rank. there is still a lot more to change but overall this rework is just stupid and pointless.

maybe you should try yasuo yourself before proposing he gets reworked in such a way.

EveningXElephant6 votes

Yas is a fun champ but can be very annoying in solo q

killerspeed1016 votes

The passive change is stupid. It already has enough counterplay to it and this change would turn his passive into a even more telegraphed ability. The Q changes gut is laning into the ground from the AIR And the 50% bonus on whirlwind doesn't help until 30+ minutes. The 75% bonus crit on w is stupid as it forces you to build a very odd number where u will just waste stats as you specify it has to come from items. The E changes are also strange as they once again make his laning so much worse and dashing through your teammates doesn't really fit into the game. Also the passive doesn't really work as Yasuo is a very snowbally champion and giving him free movespeed or survivabilty wouldn't really fit (also as I said earlier his current passive shield is just one extra excuse people have to hate on him as it is actually pretty useless). You also say that his "fantasy" was him kiting with Q's but that it not a fantasy at all on him. Now out of everything I think the ult change could be good with a few tweaks. First off, instead of the armor and mr shred the current bonus armor pen would be a lot better as it forces him to build more ad to get the full effect instead of building and getting free stuff and if you would still get the bonus armor pen (but reduced to around 30% depending on the amount of bonus damage) on a target less than half hp.

AmazoX4 votes

Honestly this looks like a half-assed fail KIT comparing to what the original KIT of yasuo is right now.

Spicy Rice3 votes

Here's my question to you. With the kit you proposed, what lane could yasuo possibly survive in, when he would basically need to level up all his 3 abilities to max to be functional?

Mãge2 votes

His Q ability, autos, and ult deal all the damage, so he'd function the same way he does now from levels 1 - 3/4, then level 5+ he'd function by building AD instead of crit items because of his lack of bonus crit chance without W levels.

Spicy Rice7 votes

Honestly, since this rework has no incentives for actually getting crit, in pretty sure the tank build would come back with a vengeance. Except it would be the only viable build, since building crit would gimp your chances of surviving mid game

VasilisGreen3 votes

By the looks of it, this rework is bad. Also, i have some feedback that i read in the /r/Yasuomains subreddit. People there say that this will make Tanksuo even more popular and even more frustrating. Why you may ask. Because, the shield will last longer, it will be easier to proc mid-fight, you will get even more ms each time you dash and combine that with FM, you will never escape from a yasuo. Crit will be ignored even more since the crit passive is gone and none will max Windwall first, it's not worth it. The knockup will do more damage, that's a great thing that Tanksuo will abuse EVEN MORE. Prepare a knockup, Dash, Dash, E-Q-AA, you just got hit by a train. Tanksuo will not have to think too much before doing that, he will have a shitton of free ms and tankyness to keep him in one piece, so he will come in your face to do that E-Q all the time without giving a fuck, and if things go south, he will have a 5 second shield for that. Also, dashing to allies is a bad idea. Also, now, if he smashes your face and gets you low and ults you, you're screwed because he doesn't need AD to finish you off, he will just smash your face with AAs, Fervor and abuse the slow from malet and ms from his E and of course his E-tornadoQ does 50% more free damage. He will not burst you like the current critsuo will, but he will kill you, slowly but surely and you won't have the chance to really do anything because he will be a freaking tank.

Nope, nope and NOPE!!!

EDIT: You don't even play Yasuo, no wonder why you proposed this. You don't know how he works, his strengths, weaknesses or the thought proccess behind the champion's playstyle.

NineTailedMystic2 votes

You don't even play Yasuo, no wonder why you proposed this. You don't know how he works, his strengths, weaknesses or the thought proccess behind the champion's playstyle.

At least he put in effort compared to everyone who just bitches about Yasuo, including me. I'd gratefully accept a rework to remove frustration for his opponents since he gives me a migraine every time I play against him.

GULAG 4 U1 votes

This rework doesn't solves any problems. that's the thing.

VasilisGreen1 votes

Yes, he did put effort into it, i agree. But just because you comit, it doesn't make it good by default. And this one is not good. Also, Yasuo is not that frustrating to play against if you know what to look for. Things are simple. AoEs, Point and click stuns, hard to dodge cc, huge burst damage and low Cooldown nukes is what you need to destroy him. LeBlanc, Akali, Fizz, Annie, Malz, Pantheon, Jarvan, Jayce, Riven, Darius, Garen, Fiora, Irelia are some of the champions that wipe the floor with Yasuo's face. Zed can also destroy him but it's mostly a skill matchup. It all comes down to your pick against yasuo and what you choose to do with it.

Spicy Rice1 votes

Hue hue, looks like posting that link did some good after all :D

VasilisGreen1 votes

?

DunkinNoobs3 votes

Another "rework Yasuo" post from someone who literally never plays him. Lovely. At least this guy isn't "reworking" Yasuo out of spite this time.

Let's be real though OP. People don't hate Yasuo because of lack of clarity. They hate Yasuo because he does things other champs don't and that's oh so unfair. "Yasuo can dash over and over when I stand in the middle of a minion wave like a moron wah wah." "Yasuo can block projectiles every 20+ seconds wah wah." "Yasuo gets double crit and can get 100% with 3400 gold wah wah," Never mind that 100% crit with no AD is less effective than just having a botrk or Triforce.

The biggest reason people hate Yasuo? He really punishes you for not knowing how to play this game. Don't understand wave manipulation? Punished. Don't understand how to predict movement? Punished. Don't understand positioning in lane? Punished. Don't understand windows of power? Punished. Yasuo by his very design scales with his opponents lack of knowledge. His effectiveness therefore goes down and down as his opponents become better at the game because they simply don't make as many mistakes for him to abuse. There's a reason that Yasuo's pickrate and winrate both consistently go down as elo rises; dude's a noob stomper. And if there's anything noobs love to do, it's blame anything but themselves while remaining utterly oblivious to their own mistakes.

CrazFight 2 votes

Or we could just delete him (pls know im kidding , we would first nerf him to the ground THEN delete him for humiliation)

ŻzZoe2 votes

Players who master the champion should feel rewarded for having invested a sizable amount of time and effort to play such a difficult champion.

Meanwhile Azir, Taliyah, Kalista ect. are left gutted. Fair indeed.

Arakadia4 votes

Taliyah isnt gutted.

Azir is weaker but not gutted.

Kalista is at a 40% winrate, which I consider gutted.

AmazoX2 votes

Agreed

FrostBite NWS1 votes

Azir is the weakest champion in the game at the moment . His dedicated high-elo mains with 200+ games with him struggle for a 50% win rate. His overall win rate is 42%. I consider that gutted.

GULAG 4 U2 votes

Who's the troll that's downvoting every single comment here?

Melledoneus1 votes

Which one are you talking about? Because there are plenty.

GULAG 4 U1 votes

Somebody just downvoted every comment pro or anti aike.

Shadow Hazard2 votes

This whole idea is great in my opinion.

Firstly a shield that strong would make it better than literally every tank's shield ability in the game, doubling it would be more than enough already since if it stacks in a similar method as live, it will be almost always up if they are not incompetent if it last even 2 times as long. For those complaining that it would gut his lane phase, need to think with a shield that can be almost always up, yasuo can still be equally as much of a bully as he is live, he will just have to be smart with his free shield similar to mord for example. Another big change would improving the visuals of the tornado if it is available so the enemy has a better chance to play around it.

That ult may be a bit too much in it's ability to execute.

People saying that he will be buffed heavily in base stats are not right. Just because a champ will lose out on a part of the game where they are overbearing isn't a bad thing and with a potentially stronger shield at all points the late game is effectively buffed after the changed w is max level.

fatyboomboom2 votes

I like your windwall idea to put the extra crit chance in there instead of the passive. riot was worried he couldn't survive long enough in close quarters to do his thing so they gave him a shield and a FREAKING WALL THAT BLOCKS ALMOST EVERYTHING FROM EVERY DIRECTION. He didn't always need to have access to inherent free damage that most assassins and marksmen had to build for too (or that they couldn't hope to match in even mid game without being fed). For a guy who can get in your face easily and back out again he has a pretty snug comfort zone for dealing with retaliation but then he can pop you with even more damage more frequently then anyone else in his playstyle.

I'm against making his E anything more then what it is. the mobility it currently provides is more then enough to annoy anyone.

Wylderthanu2 votes

Ok actually after rereading I like the idea a lot. Give this man a cookie. Solves the problem I have with yasuo.

Mãge1 votes

thanks! this is one of the few posts where i feel the champion is completely fine; just did it to suggest ideas that would help people who find him frustrating.

Wylderthanu1 votes

I find it frustrating to play him because he's not very viable. He has less survivability than every other hyper carry so I love the idea

Arcus Diabolus2 votes

I see nothing wrong with this. Its hardly a rework, at that, so I'm all for this.

Chad Te Employee1 votes

wait, his w gives 75% critical strike? Why?

Mãge2 votes

1.75x the bonus he gets from items! So it's his old "double crit" passive moved onto his W, without the reduced critical damage.

Ex. Phantom Dancer normally gives 30% crit; W at level 5 would cause it to grant 52.5% instead.

Chad Te Employee1 votes

but 75% doesn't really work as you'll get under 100% crit or have to buy an excess crit item, since they reworked yas's ult to only apply penetration on crit then the need for 100% is dire for usefulness

Mãge2 votes

the ult works a different way - check out the post!

Spicy Rice5 votes

Meaning you need around 57% crit to get 100% crit

GULAG 4 U2 votes

It's just a bad number to work with in my opinion. It forces Yasuo to get % crit runes for no real reason. It's his only damage steroid, I don't think it needs any changes. Moving it to a passive on a skill he maxes first or second is fine, not on his last one.

More from Gameplay

More by Mãge