[Long Post]Yorick, Battle Mage, Specialist or Juggernaut?
Ok so I've seen a lot of new threads popping up on Yorick's indirect nerf due to
's AD change from 1.5 Base AD to +0.5 base AD as bonus AD, a change I agree with ironically) and how it will affect his Q alongside other
+
users, So I wanted to give my opinion as a Yorick main on the matter. My Problem is that people shouldn't worry about the sterak's changes but rather about the other issues that yorick has and this should be an eye opener for that.
He can't brawl like other juggs.
Yorick was designed to be a juggernaut with a summon mechanic and made to be a split pusher that you dont want to mess with. However unlike other juggs, he is far more reliant on his mechanics than the others are and those mechanics, which his graves, are not that reliable, especially otherside lanes. This makes Yorick very clunky, unlike Urgot, due to reducing CD on his passive and Illaoi constantly summoning tentacles, meaning that have their passive on hand while Yorick doesn't. This means that his Ghouls and Maiden have to be strong but clunky in order for it to be "balanced" but the biggest issue is that while Yorick's Ghouls are a part of his kit and identity, they also eat so much into his power budget that it hampers a core part of juggernauts identity, and that is their ability to get into the thick of things and wreck shit, Yorick on the other hand needs to weave in and out of melee get as many Sheen empowered Q's as he can and then get to avoid any damage and hell. it's even detrimental for Yorick at times to be in melee because he can't contest melees without his ghouls and since they are frail, they will still die fast making them non-viable outside lane.
Yorick is too bounded to his ghouls to be a proper juggernaut because their passive is a means to give an hour of power or help them to get in close and personal to rip their opponent apart. Yorick has too many contractions in his kit to be effective as split pusher, juggernaut or even Battle mage. Go down the lane, risk getting caught because he is not a skirmisher, Try and Brawl like a jugg? Gets stomped, Play safe from a distance and poke his target, OOM and misses too many E's to deal enough damage to force his opponent out of lane. His Passive doesn't make him go into overdrive like some juggernauts do but is instead a necessity for him to be effective normally. A Darius can still deal a lot of damage without reaching 5 stacks of his bleed, an Illaoi can still chuck someone a good deal if they manage to get out of reach of her E quickly Urgot can still poke and harass with his W and passive poke. Nasus got a powerful so to ensure people get on the wrong end of his plutonium pimp cane.
So what is the deal with Yorick? He is meant to be a juggernaut and builds like one, functions like a specialist and plays like a battle mage. So what is he, or rather what should his role be? Personally, Yorick should be made into a jugg like he is meant to be and that means most peoples chagrin, that he should pushed into being jugg that summons ghouls as his gimmick rather than an oddball tanky melee necromancer champion. And while this means that he is gonna get a nerf to his ghouls and all, in return he should be someone that will fuck up anyone that sees him alone and someone that you freak out over if he ever got his ghoul boi's with him while also allowing him to have ghouls on hand ironically enough. (and yes, this is gonna piss some people off but my opinion still stands.)
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when he lands his Q or E He gains a buff that causes two his attacks to deal extra magic damage(5/10/15 + 15/30/45%AD at lv1, 7 and 13, deals 33% damage to turrets and minions), increasing his sustained damage.
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Yorick no longer spawns a grave when minions or champions die, instead he now stores their souls in his cloak. He now needs 4/2/1 minion deaths near him to gain a soul stack and can use awakening once he has 3 or more souls ghouls(will not be used if Yorick has 4 ghouls), enemies killed by Last Rites(Q) will grant a soul stack while champion takedowns will allow Yorick to recast awakening.
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Increase his baseline sustain, having a flat amount for a jugg that builds HP is a big no-no. When Yorick Q hits an enemy champion, he is healed for an additional 1%-2.5% of Yorick's max HP, increased to 2%-5% max HP based on his missing hp, based on his level.
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Ghoul now deal 10-80+25%AD, making them stronger in the early game but weaker in the late game.
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E grants Yorick 60% MS for 0.5 seconds before it decays down to 20% when he hits a champion.
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Maiden remains unchanged.
The reason why I believe that Yorick should have empowered AA's is because his fighting style revolves around him proc'ing
to deal extra damage when he doesn't have any ghouls. in addition, giving Yorick
TL;DR:
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Make Yorick stronger and less dependent of his ghouls.
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Make Yorick's kit less clunky.
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Increase Yorick's teamfighting potential.
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Tune his Passive so it's more inline with other juggernauts.
*Smoothen his gameplay.
(Also make his ghouls scale dynamically with his AD, Credit's to Z3Sleeper link to his post: https://boards.na.leagueoflegends.com/en/c/gameplay-balance/XjTnGTKE-few-concerns-as-a-yorick-main?)
Peace out.