So, how far does Yasuo have to be behind before an ADC can 1v1 him and win?
I've seen fed af ADC's lose to yasuo's who are like 2-3 levels lower and are around 0-7, 0-8 k/d. And the Yas barely drops below half his health.
This is not very fair imo. He is the only champion, who I can think of, who always has kill threat vs a very fed target when very far behind in everything. Yeah he is an assassin, I get that. He should have a higher success rate vs squishy targets. But my issue is that he has too much of a threat. Take Zed for example. Great assassin and can be great when ahead, but as he starts to fall behind, his easy targets gain more and more survivability as they get further and further ahead of him. Same with other assassins, except for Yasuo. He drops from "very great" vs squishys to "pretty ok", unlike others who drop from the same level to "might need a hand".
The biggest reason he is like this is his passive. Hs passive allows him to ignore most incoming damage as he chases his target. This is really strong vs Marksmen who are built around higher damage for lower mobility while also being just as effective for more mobile ones. Now, pair that with his W and any potential free hits you may have had are gone. Now he is on top of you just going ham and you can't do anything about it. if you get even a little bit of distance away, he just dashes right back on top of you. or he uses his Q and knocks you up.
Now if he was more or less defenseless when on top of you, that would be more of a fair fight, but he is not. All while fighting he is recharging his shield. Not to mention if he still has his W up.
My idea:
Passive: Yasuo's passive now starts to regenerate only when either out of combat for >= 10 seconds, in which it will act how it is now (champion/large/epic monsters/towers only. Minion damage won't affect this), or after 5 seconds have passed (after the shield fully gets depleted) while in combat. His shield now goes from 200-1000 (more or less doubled) based on level. It blocks the first damaging attack (aside from minion damage) fully and any current CC is removed. (This applies only if yasuo is within 1000 units of the caster, otherwise the shield just takes the hit without removing the damage and the cc is applied in full). The shield then rapidly starts to decrease over the next 1 second and yasuo is unable to cast Q, W, or E for the duration However, for that second he is immune to CC. If he gets a knock up he can still ult if in range and if he has a Q tornado all ready to go before the initial damage he can fire it.
Yasuo's critical strike chance is doubled, 90% crit damage (same crit passive mechanics) 75% crit damage for Q.
Q: It is the same but now only deals full damage to the first champion hit, any further ones take reduced (like with a Caitlyn Q).
W: Same WW mechanics except that it is one sided (projectiles fired from behind go through) and using it reduces current flow by 20% and pops the shield if at 100%. The flow however returns down to 30% instead of 0% and can be recharged immediately without any form of delay.
The wall is also slightly more curved facing outward from Yasuo growing slightly larger as it travels. And the wall no longer blocks projectiles before it is fully formed. (no last split second panic W).
E: Same dash mechanics except that double flow is generated while dashing, and killing a target adds 10 bonus magic damage to the next target (scaling indefinitely if enough unmarked targets are around and all are killed by dashing through them).
R: Unchanged fully.
