Way to Rework the Wanderer (Yasuo Rework Idea)
Through recent posts (http://boards.na.leagueoflegends.com/en/c/gameplay-balance/lBkYPFEW-as-a-plat-1-yasuo-main-with-400-yasuo-games-yasuo-needs-a-damn-rework ) and such, the community seems to be in favor of reworking Yasuo. So I thought I might present my ideas for such an occurence, based on my own experiences playing as and against Yasuo, to the community. So let's get into it shall we?
Way of the Wanderer Yasuo's infamous double critical chance has been the subject of much controversy and debate. While it grants him insane power spikes, it's also a core part of his kit, and I rather like the idea of a champion that is built around critical striking. So instead of simply removing this aspect, I would prefer to see it reworked into something like:
Yasuo gains 1% crit chance for every 11 bonus ad he has OR Yasuo gains 1% crit chance for every 2.5% crit chance he has (Does not stack with itself)
The numbers may be off, but the concept is that Yasuo would only gain around 35% crit chance from his passive at most rather than the normal 50%, and his power spikes would become less outrageous. I like the first idea the most, because it means Yasuo can utilize this part of his kit without having to build crit chance, allowing his build style more flexibility.
Steel Tempest Return the on-hit effects for the third strike.
Windwall Ah, yes. The infamous windwall. Beloved and berated by so many. This ability, unique at the time of it's creation, makes it impossible to defeat Yasuo as a champion who relies upon projectile abilities, and made it useless against teams who had very little use for projectiles whatsoever. However, it remains a unique and key part of Yasuo's kit.
Windwall now costs 20% of Yasuo's maximum flow (AKA 20 Flow Stacks) However, grants 1% flow back for every projectile blocked from an enemy champion. (Max 2/4/6/8/10% return) Windwall is now destroyable and has HP: 250/375/500/625/750 + (75% AP) Now passively grants Yasuo bonus max flow: 10/20/30/40/50 Wall size reduced to: 300/335/370/405/440 units (from 300/350/400/450/500 units)
Windwall costing part of Yasuo's flow and the introduction of it being destructible is a huge blow to it's usage, and give projectile-based champions (such as Ahri) a bit more breather room. So to compensate, it should passively grant Yasuo bonus maximum flow to make it not completely useless against teams who utilize very few projectile abilities. While the HP I've given the shield may seem a bit large to some, take note that the wall has NO resistances, making any damage dealt to it true damage. The idea is that the wall can block a decent amount of initial projectiles, not just one or two, unless Yasuo decides against putting many points into the ability. The idea behind the AP scaling is to give this ability some hidden power, and make sheen a bit more viable for Yasuo. I also added flow return when it blocks projectiles from enemy champions, meaning that it rewards quick reactions to block a barrage of enemy spells and should be used more wisely to take advantage of this aspect, rather than just plopping it down wherever. This is also reinforced by the flow cost. Again, the numbers could be subject to tweaking.
Sweeping Blade Here I wanted to emphasize Sweeping Blade's niche as a kiting/combat utility ability by increasing combat utility, while decreasing spammability.
Base Damage reduced to 15/30/45/60/75 (from 70/90/110/130/150) Scaling changed to: 0.55 Bonus AD + 0.6 AP (from 0.6 AP) Increased Damage from multiple dashes removed Now decreases target's armor by 5/7.5/10/12.5% for 4 seconds Dash Block Time increased to 11/10.5/9/7.5/6 seconds (from 10/9/8/7/6 seconds) Range decreased to 450 (From 475)(Does not effect dash distance)
These changes are designed to make Sweeping Blade more useful in combat situations, while preventing spamming. The concept is to make dashing on certain targets during a fight feel more meaningful and require more timing.
Last Breath Yasuo's unique ability that is based entirely around knock-ups is a bit of a let down on damage, despite the awesome looking animation. The following changes should help make key Last Breaths more decisive, as well as make it more important to decide what target(s) to jump on, rather than indulging leesindrome.
Base Damage increase to 200/325/450 (from 200/300/400) This ability now ignores 50% of target's armor. Armor penetration granted after use reduced to 20% and duration decreased to 10 seconds. (From 50% and 15 seconds) Cooldown increased to 120/100/80 seconds (From 85/55/30 seconds) Range increased to 1500 (From 1200)
This makes Last Breath more impactful, as well as less spammable, meaning players need to pay more attention an analyze the situation better.
Base Stats Now with the pesky abilities out of the way, Yasuo's numbers can be buffed back up.
Base HP increased to 480 (from 462) Base Movement Speed increased to 345 (from 340) HP per level increase to 84 (from 82) Armor per level decreased to 3.2 (from 3.4)
Armor per level scaling is reduced to deepen the divide between fighter and mADC builds, meaning you have to think more about what to buy and why.
Overall I think this is a decent way to go in my view, but of course I made it so I can't really say. It's numbers are subject to change, but I think that this would reel Yasuo in, making him more reliable as well as less frustrating to fight against, and maintaining his unique kit and preserving most of his playstyle.
TL;DR Less critical chance Windwall has hp and costs flow Sweeping blade more damage Last Breath more damage, longer cooldown Slightly tankier