yasuo change ideas from diamond yasuo main
just thinking of some things because it seems that people don't really like him so we should determine how to reduce his obnoxiousness
PASSIVE: honestly i don't see anything wrong with it. IMO it's actually good that yasuo has the 2x crit because it reduces his item paths and makes building more zeal items less efficient. If he had like a 1.5 modifier you would see yasuos build statikk shiv, phantom dancer, and IE which would be more obnoxious than before, similar to how nerfing cait's interaction with runaans led her to the IE SHIV path which raised her winrate.
PASSIVE #2: The shield part is fine and it has sufficient downtime for the length you need to go to charge it and the ease at which it can be procced. I think that this passive shield could actually be strengthened once other part's of yasuos kit are tuned down. Power redistributed from wind wall to the shield could keep yasuo's durability the same while reducing the frustration to play against him
Q: The holding duration nerf was a step in the right direction for reducing his lane dominance, especially in early game. With early game Q cooldowns being around 3 seconds, now yasuo only has a 3 second window to Q another minion or try to Q the enemy. One of the routes we could take is to increase the cooldown cap from 1.33 to 1.66 or even 2 seconds and then decrease the crit scaling reduction from 20% to 15% or 10%. Overall this would decrease the potential cycle of his sweeping tornado by 1 to 2 seconds so it isn't up so soon, but make the Q a heavier hitter.
W: This seems to be what displeases most people, particularly because of it's omnidirectional strength and duration. What I propose is to massively decrease the W duration to .5 or .75, but fix to cooldown to 15 seconds. Then, when yasuo successfully blocks a spell or a certain number of spells, the cooldown can be reduced by 40%/50%/60%/70%, scaling with points in R. This will reward proper timing of the windwall instead of blind casting where it blocks for 4 seconds. This also reduces its teamfight strength because he can't deny an adc 4 seconds of damage, only maybe a single auto attack. Additionally, with this change his W width should be reduce to 350 units, its width with 2 points in W. Allowing it to scale to 500 will make it too easy to block spells blindly.
W QOL CHANGES: As for its interactions with ultimates and wide spells, W should only block what it hits. For nami and maokai ults the rest of the wave should continue past the windwall. I was thinking of how it would be if ultimate abilities blocked by the wind wall detonated on impact but the splash damage would make it detrimental to the purpose of windwall.
E: Honestly I don't know where to go with this. Maybe yasuo's base crit reductions could be increased and then each e charge reduces the reduction base to it's current state or even further. Depending on the duration of the E charge, this change would motivate yasuos to wait out their dashes to maximize the time they have reduced crit reduction instead of just blinding mashing dash through minions. Another Idea that could go with this is to remove the damage from E but increase the dash radius or speed while increasing interal E cooldown so it's less about using for extra damage and hope at an E mash outplay and more about using for proper informed dodging or positioning.
R: People don't like how the spell moves yasuo out of turret range but it really is necessary since yasuo's shield doesn't block towers and the cast time of R is really long. Yasuo should have the capability to dive like other skirmishers but he should't be trapped in an animation that makes him take 2 tower shots. As for the strength of the ult this was my main idea:
- significantly reduce damage of ult, but give ult a special effect for each charge of Q yasuo is holding at the time of his ult
Ideas (Only one would be implemented, not all):
Reduce yasuo's crit reduction for each stack of Q charge he is holding OR
Reduce yasuo's e interal cooldown for each stack of Q charge he is holding OR
Give yasuo bonus armor pen in addition to the base ult armor pen for each stack of Q charge he is holding OR
Reduce yasuo's Q cooldown cap to 1.66/1.33/1.00 for each stack of Q charge he is holding
This style of rewarding yasuo for ulting when he has Q stacks makes his ult stronger in team fight situations and weaker in solo engagements. Since yasuo's Q charges are consumed when he ults, the only way he could use a special effect is to ult of a team mate. Yasuo has to decide between using his q for damage and cc or waiting and consuming it for extra effects at the cost of delaying overall damage by not using Q earlier.
That's basically what I thought about last night. Keep in mind that NOT ALL IDEAS WOULD BE IMPLEMENTED AT ONCE!!!. Maybe only one of them, especially if i have several ideas for a single spell.
Some people may have a concern that this will make yasuo much more difficult to play but that is the angle i'm approaching. Yasuo is frustrating to play because of his abilities combined with a low skill floor. Increasing that low skill floor will make it harder to maximize on Yasuo's potentials and thus less frustating
P.S. If any rioter is doing yasuo changes internally and needs a local playtester, I'm here for u <3