A yasuo nerf that could make him more interactive
Nerf: When
uses basic attack on a target, it removes tornado from his Q if it is at 3 stacks.
That nerf accomplishes the following:
- reduce his early game power
- increase window of weakness for all stages of game (he's a skirmisher after all)
- open up room for potential buffs within power budget
- make him better balanceable with numbers in future design-wise
People consider
's 4th auto attack interactive because
is forced to give it up (or use mana) to keep farming, which prevents
from abusing the 10 second hold duration oppressively; this gives
a window of clear strength and clear weakness. Now let's see how it compares to
's tornado.
's tornado is considered oppressive in lane because he does not need to make any trade-offs for it aside from waveclear (and if he does use Q for waveclear, then he'd be roaming and be uninteractive once again).
's tornado is in a weird spot balance-wise ---- his hold duration had to be nerfed from 10sec to 6sec, with which he STILL can be oppressive in lane, but also is too short for late-game when he is supposed to shine as a skirmisher; tornado charge-up isn't as accessible in late-game, and 6 second tornado duration is insult to injury. That one nerf could bring him closer to the power curve a late-game hypercarry should have, and also potentially even allow compensation buffs elsewhere within power budget.
can still farm with E and has safety nets on W and passive shield, which is acceptable as a melee champion that needs some tools to survive laning against ranged champions. He should not be oppressive early game given his late-game power curve as a skirmisher, nor should he have excessive access to utility as a skirmisher, however.
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