Yuumi Changes were bad for Gameplay and the numbers support it

Malix Farwin·1/11/2020, 6:55:21 AM·2 votes·1,683 views

Yuumi's WR is currently 46% which is higher than its been in several months however her pick rate is worse than it has ever been. Sitting at a 1.73% pick rate and declining. Now to further push this being heavily influenced by Gameplay and not performance. The worst WR Yuumi has ever had was sitting at a 38% WR but while having that WR she still maintained a 2.5% pick rate.

Now this can definitely extend to more Champions than Yuumi but the design team in general are either getting Lazy with their reworks or not factoring player enjoyment but instead how they are performing in soloq exclusively. What bad about this approach is that you wont see those champions picked unless they are over-performing and even then the people that are picking them is not for enjoyment but to get an easy win.

It makes me nervous for the upcoming Fiddlesticks/Volibear reworks because it seems the focus isn't on fun but instead functionality.

11 Comments

Chembaron Yamada1/11/2020, 7:45:28 AM2 votes

There needs to be a balance between "fun" and functionality, as well as the fun for the enemy.

Look at CertainlyT's designs. Many people agree that they are fun to play as, but the problem is that he doesn't take in consideration how it feels to play against them. Usually he tends to bend champion interactions in directions that favor his own design.

Example: Morgana's spellshield was just able to block Zoe's sleep if it blocked the initial cast of the spell. I don't think there is a single delayed CC spell that interacts in that way with it. Let's say that Nocturne tethers an enemy, then Morgana shields it. The fear won't go off. Urgot tagging an enemy with his ult, then they get shielded? The enemy is now safe from being executed.

And so on. Zoe was bending a consistent design in her own favor, just because CertainlyT thought "it wouldn't be fun for the Zoe if Morgana countered her so hard".


Now how is that relevant when discussing Yuumi: Yuumi has the same problem in my opinion. When she dropped, many people considered her fun to play, I guess. But it felt really awful to play against her. Her Q was extremely hard (if her skill is high enough: actually impossible) to dodge. She constantly heals her allies, while being untouchable herself.

Yes, they had to dial back how fun she feels to play as for her players. But at least she feels more reasonable to play against now, too.... It's unfortunate, if she had been released in this state, then it would be different, since players couldn't compare her to how she felt to play before. But sometimes to have to make sacrifices on the side of the fun of a champion to either balance them properly or making them less frustrating to face.

Malix Farwin1/11/2020, 8:12:23 AM1 votes

Well theres a difference between "less fun" and "no fun". Her Q does nothing but is used exclusively to stack tribute now. Her W feels clunky in encourages 100% mounting, and Her E amd passives on W are overloaded.

She hasnt become more fun to play against(the heal is obnoxious) but has become less fun to play. So both of your points in that regard are a bit moot. Her WR has increased. If you hated playing against Yuumi before, you prolly hate it equal to or more than you did before(i know i do) but if you loved playing her before you really do hate playing her now.

P.S.: In general i am not a fan of trap abilities/worthless abilities and thats What Yuumi's Q is. Its not worth the Mana it costs to use it now.

The rework was a bandaid and it feels like it, all it did was make the champion worse in every category but WR.

Void22581/11/2020, 4:25:21 PM1 votes

The problem with the Yuumi changes is they break her main mechanics. She is supposed to be a jumping machine, getting on and off and from person to person. That is the core of playing her, is managing her w. By making it so easy to force her w onto cooldown, they left her with almost no ability to play, especially since she spends the majority of the game not even doing her own movement.

Making her w SOMEWHAT disruptable was needed to give counterplay. But the extent to which they have done it and the way in which they have done it forces her to latch on AND STAY ON for the entire fight on one person, which is not a good way for her to work. They took her w from useful to so risky it can't be attempted when a fight is going on.

This makes her E also fairly useless, as she can no longer jump to the person who actually needs healing, instead just healing whomever she is on so as to not get stopped in mid jump and blown up, which basically removes her playmaking potential. At the very lest, the length of time of the interruption needs to be changed so she can be stopped, but not so much as to have a single stop be instant death or inability to reattach for so long the fight is already over.