An Acceptable and Effective Yasuo Nerf;
I don't really mind the guy so much, so all the "get rid of his windwall!!!" and whatnot has never been something I supported.
That being said, I've noticed the only time Yasuo really annoys me is when he finishes PD before I get my first item then starts to do 1,000,000 dmg to me over the course of a second or two despite having no AD to back up his attack speed and crit chance. So I thought about it, and the obvious issue here is the fact that while he may not have AD to back it he is still critting me damn near every time with just 1 item so that's gonna add up. That's not okay. Imagine if ADCs rushed a PD, they would do nothing, like literally nothing with it and get stomped by the enemy ADC that bought only a BF and maybe boots.
TO THE POINT A while ago when Essence Reaver was updated the "Crit to CDR" ratio was different and it got tweaked because the ER+Zeal spike was too good (netting you an additional 20% CDR just for the Zeal). So... let's do this to Yasuo? Stop just giving his Crit a flat 2x modifier. Make it to where the more he gets (obviously stopping at 50%) the more it increases. He has 30% from PD? That's cool, bump him to 45-50%, he has an additional 20% from IE now? Alright, now he gets the full 100% he currently gets.
Seems minor, but I think it would slow down the "omg he killed me one time early, now we lost the game" feeling that we currently experience. It also does that without trashing his 2 item spike AND discouraging PD+literally anything else rush builds that have plagued us in the past.
This was a quick idea I had, so it may not be all there yet, feel free to discuss. (and sorry if this has already been proposed, there are far too many "nerf Yasuo" threads for me to check before posting)