but his knock-up on his dash provides him a point and click hard CC when he can then ulti off of.
Last time I checked it was Yasuo's Q not E that applied the CC and skillshots or point-blank AoEs around the user aren't "point'n'click" aka targetted abilities.
That aside you talk a great deal about "toxic" kits and what it means, but say next to nothing about what "OP" means.
OP is an abbreviation of "overpowered" and since your intention is to differentiate "OP" and "toxic"...
Actually let's stop here and do the whole thing from scratch.
First of all what you call "toxic" is more widely known as being "broken".
Being broken means two things:
- Suffering from a flaw preventing intended functionality or
- (In gaming sense) The intended functionality being designed in a way it's numerically unbalanceable.
In the first case we can bring up Azir, Mordekaiser or Syndra. For example Syndra at one point could kill allies or glitch Red/Blue Buffs to the point of crashing the game due to stacking of SFX effects.
In the second case we have Riven who's "balanced" entirely around animation cancelling of basic attacks and hard CC which means that a new player can't do shit while the veteran player leaves practically no counterplay, except being tanky enough to survive the initial combo.
You can mingle with numbers until it stops being a huge problem, but as a whole the problem is unfixable.
Which brings me to the second point - "overpowered".
Just as with "broken" or "toxic" it's actually two terms.
- OP or overpowered means being numerically over-tuned, for example dealing too much damage in comparison with a certain point of reference.
- UP or underpowered is the opposite, that is being numerically under-tuned.
Now that we have the theory down, let's look back at Yasuo.
Is he OP?
If we go by the numbers he actually seems underpowered, but is that enough?
Well, that's where "brokenness" (that looks awful for some reason) comes into play.
Using Riven as a point of reference, he can't effectively weave CC between attacks and abilities.
The best he's capable of is Q3 -> AA -> R.
So that part is out.
Maybe it's the mobility?
Riven has quite a number of mobility in her kit and Kalista is possibly the biggest offender.
And that's another thing, their mobility is practically unrestricted.
Riven has mobility or a way to enhance her mobility on three out of four of her abilities, while Kalista does that with every basic attack and one of her abilities.
Meanwhile Yasuo is target-restricted and while the cooldown between uses is very short, it can only be used on the same target once. Which makes his mobility have a very strong and reliable counterplay, unlike Kalista and Riven who can use theirs nigh indefinitely or indefinitely only while in-combat in case of Kalista.
Thus this part is is out of the window as well.
I'll skip his ult, because if we were to consider team-wide chaining of CC as being "broken", then virtually every champion would be "broken".
That leaves two things: his damage and Windwall.
As far as his damage goes, I could be willing to consider it broken in a way.
That is being so heavily reliant on crit items that once he gets IE and AS/Crit item his damage almost grinds to a halt.
It's an interesting, but potentially frustrating mechanic to play against, because an overwhelming majority of champions - yes, even ADCs - have a much smoother scaling curve, forcing the player to stomp Yasuo early so you can scale properly...
Which also ends up being a double-edged sword for Yasuo, because without those items he's effectively a minion.
But that doesn't seem to bother you, OP (author's note: "OP" means "Original Poster").
One of your complaints is Yasuo's EQ knockup combo being "point'n'click" that is "targetted", which technically is wrong and practically is a... let's call it "weird" complaint, considering the actual point'n'click CC that we still have in the game and which is actually unavoidable.
Yasuo's "targetted" CC is perfectly dodgeable for anybody with blinks or dashes.
Frankly it looks more like an opinion than anything.
So... what about Windwall.
POOF'ing projectiles out of the existence for a number of seconds surely seems "broken".
But is it?
Truth be told, I don't even want to dwell on this subject, because Windwall has surprisingly so much counterplay I'd need a few paragraphs just for that.
But does it fulfil the definition of "broken"?
Yes and no. There're only really two metrics in which you can change numbers on Windwall: the duration and the cooldown.
That alone doesn't make it really "balanceable", but...
Does it actually need more numerical metrics?
It surely sucks when Vlad pools your initiation, or when Fizz troll pole's your CC, even mere spell shields and mobility spells allow that.
Then there's Braum with an improved version of Windwall which he can move around as he sees fit.
What makes those abilities different from Windwall?
That most of them end up with cooldowns so absurdly low, they may as well not exist.
Meanwhile Windwall has always a cooldown so long, practically every non-ultimate CC ability in the game can be used more often.