@riotrepertior A Discussion on the current state of yasuo
calling out to you because the community as a whole seems to believe you are one of the best to talk to about champions that you dont want to end up in five different reworks.
Everyone has a love/hate relationship with the leagues wind swordsman, but there are some issues and thoughts i have with him that i would like to have addressed.
>Way of the Wanderer Yasuo's Critical Strike Chance is doubled. Additionally, Yasuo builds toward a shield whenever he is moving. The shield triggers when he takes damage from a champion or monster.
Why are there two passives? why cant there be one?
Like For Example "Yasuo generates Flow as he moves about the battle field, Flow is used in interaction with yasuo's abilities, and at max flow you will generate a sheild that lasts X seconds and drains your flow over the duration"
hereby removing yasuo's less interactive passive, and opening up options for use of the flow system that was added to yasuo's kit, adding more depth to the champion than the face surface double crit.
this also would take some of the power value to be able to shift yasuo into more possible roles effectively, enhancing the player experience for avid yasuo fans "ie me."
>Steel Tempest Cost: No Cost Range: 475 A skillshot basic attack. After two successful Steel Tempests, the next fires a tornado that knocks enemies Airborne.< Thrusts forward, dealing 20/40/60/80/100 (+100% Attack Damage) physical damage.On hit, Steel Tempest grants a stack of Gathering Storm for 10 seconds. At 2 stacks, Steel Tempest fires a whirlwind that knocks Airborne. Steel Tempest is treated as a basic attack: It can critically strike, applies on-hit effects, and its cooldown and cast time are reduced by Attack Speed.If cast while dashing, Steel Tempest will strike as a circle.
there is nothing i would change except adding a power creep to the third attack with some of the leeched power from his crit passive, givving a more rewarding use of his Q based on the distance from the target you are, adding an interactive way to reward good aim with longer ranged Q's while not adding power to his dash/smash combo directly, although perhaps there is room for other options, such as changeing scaling to be higher base damages with lower scaling at early levels for the crit change suggested x/x/x/x/x +x/x/x/x/x% AD and possibly adding the use of flow to be able to lower CD or do bonus damage in an interactive way "i cant think of how, but it doesnt mean there isnt a good way" >Wind Wall Cost: No Cost Range: 400 Creates a moving wall that blocks enemy projectiles. Creates a moving wall that blocks all enemy projectiles for 4 seconds.<
so this ability is something that bugs me, in the way it interacts with targeted spells, it is sometimes glytchy, "damn u tf" as for changes to this, here is somewhere you can add interaction with flow, changeing the wall itself into a unit "think gp barrel with a braum wall on it" that when you cast this ability it gives you a wall with health based on current flowXmax health, but does not use up flow.
>Sweeping Blade Cost: No Cost Range: 475 Dashes through a unit, dealing escalating Magic Damage with each cast. Dashes through target enemy, dealing 70/90/110/130/150 (+60% Ability Power) Magic Damage. Each cast increases your next dash's base Damage by 25%, up to 50%.Cannot be re-cast on the same enemy for 10/9/8/7/6 seconds.If cast while dashing, Steel Tempest will strike as a circle.
give back flow generation to this ability, as well as add a scaling with AD, this ability is otherwise great. >Last Breath Cost: No Cost Range: 1200 Moves to a unit and strikes them repeatedly for heavy damage. Can only be cast on Airborne targets. Blinks to an Airborne enemy champion, dealing 200/300/400 (+150% bonus Attack Damage) physical damage and holding all Airborne enemies in the area in the air for an additional 1 second. Grants maximum Flow but resets all stacks of Gathering Storm.For 15 seconds, Yasuo gains 50% Bonus Armor Penetration - this affects Armor from items, buffs, runes and masteries.
remove the bonus armor penn, and add a passive that increases damage proportionally to your flow, on a % base, adding a better use of the power budget in a way that encourges building up flow, while having actual uses for flow and times of power to play around as the enemy,
while, numbers may be tuned this is just the beginning, anyone that has thoughts on ways to better the design of the wind swordsman, to open up new build path, to take away hard to balance power, and to give true freedom to the wanderer!
Discuss!