yasuo change ideas from diamond yasuo main

King of Mongoose··1 votes·329 views

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

6 Comments

Ralanr1 votes

Imo his wall should scale in duration rather than size when leveling it up. That way early it doesn't feel like it lasts so long.

King of Mongoose1 votes

my proposed changes will make yasuo's wall last .75 seconds at all durations and have reduced cooldown when he blocks a spell or a certain number of spells

Yaśuo Main1 votes

Wouldn't that eventually make him block projectiles more often?

King of Mongoose1 votes

he'd have more opportunities but those opportunities would have a much shorter window

Zero Skill Tank1 votes

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.

Yep, you are right about good sides of 2xcrit. Super-bad part tho is how it makes his damage output in trades pretty much random early game. A champion who capitalizes on any advantage as strong as Yasuo, shouldn't really gain any advantage randomly. IMO it would be a great improvement to go Jhin-way - grant Yasuo's Q's and AA's bonus damage based on crit chance, but that bonus should be constant (and grant the same average DPS as current). This way it keeps the good parts and gets rid of bad - and I'm pretty sure Yasuo players would appreciete if their outplays didn't have chance to randomly yield half a reward before second item.

But the really bad part of his passive is flowshield. Now, it is perfectly OK, and fun for both sides, as long as he goes mid, but melee enemies really just need to suck it up.

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.

Sounds great. Although I'm not sure about flat CD and reset amount scalig with R. It needs to scale with rank, like any ability, and width alon doesn't seem enough

E: Honestly I don't know where to go with this.

Agreed. His E is the biggest problems in toplane matchups, and it's really hard to come up with a solution that would make him less frustrating for enemies while keeping "smoothness" Yasuo players appreciate.

This

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.

sounds interesting, but what I would really appreciate would be making his dash-timeout visible for enemies. Really, tracking separate timeouts for 6/7 minions that look pretty much the same is not something that should be expected from players, and even trying to do so is tiresome enough to suck out all fun from laning phase even if you are winning, especially when there is no way to even know how much points Yasuo have put in E.

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.

Can't agree on that. Yasuo has just too easy time diving and surviving - the only skirmisher who has easier time with surving is Trynda, but Trynda has less mobility and CC to stick to you. If removing that would make towerdives too hard (agreed that he should be able to do so RELATIVELY easy, just not as easy as now), it would IMO be much better to let flowshield block a tower shot. If windwall didn't hold for 4 seconds, I see no reason why it would block towers, too - it's the DURATION that is the reason why it can't, not the fact of blocking towers in itself.

At the very least, it shouldn't MOVE Yasuo outside tower range if he casted R while inside (i.e. in case of dash-knockup on melee champion under tower, Yasuo shouldn't be able to use ult to reposition himself out of tower range while still dealing damage and suppresing). His R not MOVING him into tower range if he casted it from afar is somewhat more acceptable.

King of Mongoose1 votes

you have a good point about w scaling with rank and not ult, that will make him weaker unless he plans to max w

idk how i feel about allowing wind wall to block tower shots

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