A proposition to Yasuo's windwall
This ability is a very fundamental part of
kit and I whole heartedly respect this. When you think about it the wall has only one unreliable counterplay; _walking _ around it which doesn't sound like the hardest thing in the world, except when you think about the probability of
e'ing away or onto you and those 2-3 critical autos that you would have used to kill
or someone else in your skirmish causes your downfall it can become frustrating..
So instead of completely changing the function of the wall and its scaling w size, why not add a damage capacity before it breaks.The wall will still work as the wall except now it will shatter like glass or disperse like the wind after a few abilities ap or ad from a single person collide with it... Now since the wall will shatter faster later on, unless the numbers are tweaked a bit we could also include scaling time for the wall
Ex
_ Absorbs_ 350/475/750/1000/2000
Lasts 3.75/4.75/5.75/6.50/7.50
Keep in mind this is from each player, so all five enemies cannot combine their damages to reach more than 2000 at rank 5 but the person to reach that damage would break the wall. Therefore this would very much help ADC's which most of the time feel no real counterplay at _all _to 
I hope some rioters can see this and take a moment to ponder upon this or at least this starts new ideas to change his w in a more counter-play manner!