Yasuo was oppressive before but now
He has a new Mastery that heals him for 15% of his crit damage. Not to mention that he can get 100% crit chance with 2 items (
(increased to 30%) and
).
He has a new Mastery that heals him for 15% of his crit damage. Not to mention that he can get 100% crit chance with 2 items (
(increased to 30%) and
).
[{quoted}](name=Face The Win,realm=NA,application-id=3ErqAdtq,discussion-id=Wmh6EtZV,comment-id=0003,timestamp=2015-10-31T01:22:02.545+0000)
>PD on Yasuo http://i1.kym-cdn.com/entries/icons/facebook/000/016/729/large.jpg
NN he gets 100% with shiv and trinity kek.
Does he get 100% with just shiv + ie now?
Yes
F-U-N fun!
That's always lovely to play against someone who gets %250 more damage after buying 2 items
It's 225%, but it's still BS.
the crit reduction should probably scale with either his ult, level or q from something around 30% reduction of aas at level 1 up to 10% critical reduction at level 16 or something. also wind-wall duration should depend on how many bars of 100 flow he has stored up and/or consume his flow on use. I do enjoy Yasuo when I play him, but I would happily sacrifice his safety and/or early damage for the health of the game.
He should lose the double crit passive if they want to go through with the changes that are currently on the PBE.
He'd still itemise towards crit since his Q would still crit, he just wouldn't get his 100% off of two items. He'd still have a passive too, Yas's shield isn't a bad stand alone passive.
if he lost the double crit passive that disincentives crit if he kept the crit reduciton. he'd likely just go for ad instead since crit would be inefficient compared to on others. keep in mind that the q crits for around 75% reduced damage. it'd essentially be gutting his focus as a crit based damage source, and incentivizing a limited teamfight and armor pen focus and punishing the playstyle of a squishy melee carry assassin.
I belive that the heal 15% from crit damage mastery is on too short a cooldown when considered with 100% crit chance and yasuo's flat value of his critical reduction is wasted balancing space. Attaching yasuo's sheild to his windwall ability, keeping the double crit passive, and scaling his crit reduction with ranks in either q or ult would be more fair. having the yasuo make the important decision or putting points into his q/r for output (%reduction of crit), w for safety (sheild capacity), e for mobility (cooldown/sheild recharge), and r for armor pen would result in more meaningful decisions. making the scaling exponential between the values would further add meaning, where if you don't max any one, you're missing out on the awesome potential until late game. (for example starting at a 40% reduction of crit damage with no points in q, going to 38, 35, 30, 23, and 10% at rank 5, the sheild could start with 100, scaling up to 300, the e scaling from x units to the normal level 18 units on live).
this would make yasuo more versatile for skilled players of different playstyles and more exploitable for those who know how to counteract/counterplay the playstyle that the yasuo is adapting/exploiting.
tl;dr: new mastery hard to balance, scaling passives attached to the points put into abilities would be easier to counterplay/balance, while still letting him have his late game fantasy of diving in and massacring the opposition.
110% even, if it wasn't capped
IE gives 20% Shiv gives 30% with the changes it received
That's 50 Double that and you have 100% exactly
It's actually not a bad idea with the new PD. Damage reduction and sticking power. I'm thinking situational at least.
Yasuo really needs that sticking power due to the absence of mobility spells he has
and damage reduction is a very unique stat, no other items in the game provide defensive bonuses whatsoever right?
/s
Did you forget the part he has dashes literally on a .1 second cooldown that also scale with movement speed.
% damage reduction is a very unique and rare stat yes. It's not armor or mr that is affected by pen. He has one mobility spell. He is only hyper mobile in a minion wave. People buy triforce on him right now for a reason. Sticking power is not bad on any melee.
New PD gives you damage reduction against one target. Which, if you're playing Yasuo, you're probably in the frontline in a teamfight meaning that everyone is hitting you. Which means you're taking damage from multiple targets, and new PD works on the last target hit, so it's probably the sion/renekton in the frontline that you're reducing damage for. If single target % damage reduction really mattered, we'd be seeing
on Yasuo. Given that no-one builds this item on Yasuo, it's pretty apparent that single target % damage reduction isn't a priority.
Also Trinity force is largely purchased because his Q has such a low CD and procs on-hit effects that it synergizes extremely well with spellblade. The movement speed and other stats are nice, but it's the Q synergy that makes it such an excellent purchase. In fact, pretty much all champions that build TF build it for the spellblade. 200% total AD after casting a spell is a ton of damage, and champions like
and his W,
and her ult,
and his barrel+q,
and her Q,
and his q,
and his ult,
and his ult,
and his q,
( who used to build trinity force) because of his lightslinger of passive, they can all abuse the bonus damage from spellblade (which is a lot of damage, an IE is 250% AD on an auto, trinity force is 300% ad on an auto (gated by CD and spells).
movement speed is a nice stat for yasuo, it gives him faster flow recovery, but for the most part, you don't need to be "hyper mobile" to fight. What mobility is useful for in the case of Yasuo is simply ensuring that he is in range to hit Qs and autos. His E fulfills that necessity and allows him to function as a champion. You don't need a ton of movement speed, if he really needed movespeed as a stat we would be seeing
or
over the current
that every yasuo builds.
Oh and according to you, his ult is not a mobility spell that puts him in melee range of an enemy champion. His E according to you is his "one mobility spell".
If you plan on splitpushing, certainly an option instead of SS, the 12% damage reduction comes in huge 1v1, and he can clear waves pretty damn fast without shiv procs aswell.
Top lane item, SS will be used mid. That's my prediction
Just make his E consume all flow, and have it not be fixed distance, but vary depending on the amount of flow that Yasuo had before he used it (so if he had 10% flow it would go 10% of its current distance, 0 flow makes it unusable).
How to kill a champion with one nerf: by PrinceofStorms. Dude, I hate Yasuo too, but that's a pure and outright gutting. He goes from casting E at will to casting it once and completely giving up his shield for it? Duuuuuuuumb.
Cut down his damage some, and/or make him even squishier than he currently is, and/or maybe increase the dash cooldown to 1 second - 0.5 seconds. That would make him bad enough to drop his playrate without making him release Bard levels of bad.
I would like to see Riot nerf Yasuo like how Blizzard nerfed Ret paladins in Wrath of the Lich King.
To quote Ghostcrawler: "TO THE GROUND!"
Ret pallies at the start of wrath was dumb. They were nerfed heavily, but were not unplayable either.
As much as I loved WoW, the game wasn't the best go to example for balance either. You shouldn't want to gut entire champions, and blizzard shouldn't gut classes when they are strong.
I think giving Yas's E a flow cost is a good idea, 100% of flow is overkill though.
The way I'd do it is cap flow at 100, change his shield to a self casted version of Wind Wall with a ratio on the shield based on flow consumed and WW rank, probably around 250% at rank 1 scaling up to 450% with maxed wall.
Then give his E a cost of 10+10 per E stack, but make E stacks decay after 1 second. He's now actually punished for mindless E spam.
now has gets 100% crit with just
and 
Yasuo is irrelevant, stop talking about him.
what exactly makes him irrelavlent?
"Irrelevant" one of the most played mid laners since patch 5.20.
yet he feeds every game. go into pro spectates you'll see
"Every game" I can point you to atleast 5 games where he was the carry. I can't however point you to any game where he was the one feeding like a madman without it being the first time Yasuo or them being bronze elo against Gold+ elo.
1: You forget to mention it has a 2 second CD (So every 2 seconds ONE of his attacks gets 15% bonus life steal) 2: Who the fuck builds Phantom dancer as your second item? Thats terrible, especially that now you get 100% Crit with Statik and IE 3: The mastery won't do much for him in lane, as he probably won't have much crit till the laning phase is over, and by then the mastery is just meh.
15% of all damage a crit deals is a lot. If a crit deals 500~ damage (not that high with IE), it will heal for 75. It may not seem like a lot but if he is critting on every single basic attack, then he is getting 75 life back every time he hits something. He is already pretty defensive with his tornado, windwall, and passive shield.
You need to realize, HE WON'T, get the life steal EVERY auto attack, that 75 extra heal is mid game when he has both IE and shiv, which isn't much if its every 2 seconds, Also the fact that his crits on champion will only do around 350-400 damage, considering they have any armor, lowering the heal even more.
Your making it out a lot more then it really is,
The PD was just an example. But now that it gives damage reduction, it could possibly be built by a bad yasuo. Decent ones would build something else with 20% CDR.
Let's hope his crit modifier doesn't bug out again. Getting (Q) crit for 445 damage at level 4 while he had 96 ad was surprising to say the least. Really wish i was recording that game (Bilgewater event the day before he was disabled but not why he was disabled).
That's fine I only play ranked so I will make sure hes banned 100% of the time pretty sure others will agree.
Whooaa, dont go PD after SS. Seriously get either another zeal to turn into TF, or a cloak to turn into IE. Either will get you 100% crit, for 3700 gold or 3300 gold total
PD was an example. It could be a (semi) viable option at lower elos because of the % damage reduction but there will be better builds once the new items come out.
you could pretty much interchange pd ie and statikk if you really wanted to.
This season is going to be annoying. 5 people with phantom dancers power walking in circles for teamfights.
yasuo's gonna be healing so much from the crit heal mastery, he'll be the new darius

Assassin:
+
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+ http://i.imgur.com/E05Yvrq.png +
/ http://i.imgur.com/4o9vxnK.png / https://i.imgur.com/2t6zav5.png +
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/
225% crit damage, Tons of attack speed, always crits, can goes fest like sanic, heals from physical damage, makes armor useless in most cases, can survive most burst and can itemize to take down armored tanks, make slipperies bleed to death, outlast some life-stealers, clear waves, and does tons of damage without trinity-force.
Teamfight:
+
+
+ http://i.imgur.com/E05Yvrq.png +
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/ https://i.imgur.com/2t6zav5.png +
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what can you do? nothing. he's coming for that booty unless you're pretty much boosted by the same items and have more movement speed.
this actually literally sums it up for the circle-jerkers, and they're right too: https://www.youtube.com/watch?v=o0u4M6vppCI as well as the joy of being able to pick him for those mains out there: https://youtu.be/HUMbDWhFHc8?t=29m
pretty spoopy possibilities there.
Finally someone else knows who trinimmortal is. Took people long enough.
did you see his tweets earlier today about yasuo? https://twitter.com/Trinimmortal/status/660901545576263680