Master Yi Changes (Suggestions)

Raydenfire·1/14/2018, 4:54:36 PM·3 votes·402 views

To anyone who might've conceived a heart attack upon seeing the title, I promise it's not ridiculous--well, our understandings of that term may differ. [sg-lulu] Before I give my suggestion, I am no Pro-Level Player and I am Unranked. The only credibility I have is my extensive knowledge of Master Yi and my subpar 220K Mastery Points so please bear with me.

So, Master Yi is this Skirmisher, Assassin, Dueler Champion. He is played in primarily Jungle, or Top and Mid. He is often known as a Post-6 Jungler where his ganks Pre-6 are almost hopeless to pull off (Unless he has Red, Laner has good CC or has committed Runes for Movement-Related effects) but when he gets his Ultimate he is able to much more efficiently gank with his increased Movement Speed being able to get onto enemies. Or as RossBoomsocks puts it "Pandora's Box".

And this is where my suggestion originates: He's a Jungler. Specifically, a Jungler with a mediocre ganking tool that is his Ultimate which has a 85 Second Cooldown and will only come to play within Mid-Game.

I don't think it's hard to tell that my arguement is that, he's a Jungler that does poorly at one of the most important aspects of his Role: Ganking. It's inefficient, ineffective and comes at a great cost.

THE SUGGESTION---

Have his E changed, in short: A 3-Hit Proc on a single enemy to grant a short burst of decaying Movement Speed as a secondary Passive.

(Oh goodness the Stigma of this Champion is already upon me... summoner 3 )

The reason and benefit for this change is that it will allow for a more appropriate opportunity to pull off a gank successfully. If you look at how a Master Yi ganks a lane Pre-6, it generally goes as follows:

  1. Master Yi walks into Lane
  2. Enemy runs away
  3. Master Yi Q's onto them for damage
  4. Enemy still runs away
  5. Master Yi autoattacks
  6. Enemy gets away due to Master Yi autoattack animation slowing him down
  7. Enemy gets under tower and Master Yi has to go back into jungle

Well, that's as straightforward and generic of a Master Yi gank you're going to have. Essentially, unless an Enemy Laner is far pushed into your Lane, Master Yi's gank will involve the enemy getting away and without burning a Flash most of the time. And that's how the E change gives a better chance to a Master Yi who decides to gank an even lane and have a chance to come out with a Flash or Kill without being Post-6 or having other harsh conditions that allow him to do such (Red Buff, Committed Runes, Ally Champions).

If i'm being more in-depth I would have his E changed as followed:

  1. Have the innate bonus AD from his E Passive only to be active when he gets the 3 Hit Proc
  2. The 3 Hit Proc is based off of auto's, similar to Vayne W or Vi W, and disappears if you auto another person
  3. The 3 Hit Proc is an addition to E passive basically, and gives a burst of movement speed over 2-4 seconds (Should be dependent on level of ability) and the movement speed would be around 20%-45% scaling with level of ability, rough estimate but anything that would allow him to keep up is appropriate
  4. The movement speed decays over the duration
  5. When he activates E, he gains the innate bonus AD from the old passive as well as the true damage, but when E is on Cooldown, he can't proc his 3 Hit until it is up again

Overall, it's essentially Furor installed into his E, and oh boy do I miss those boot enchantments, especially when it triggers running animations. This does make his time window and E more meaningful while not having it up has more apparent effects instead of losing 10% AD, it acts as if you ACTUALLY have an ability on cooldown, less of an option and makes it a bit more of a factor to be considered.

This also could have minor applications, like chasing an enemy down river and you use Skuttle Crab while moving in between autos to enable your 3 Proc to get in range of Q with your increased movement speed. Synergy with Fleet Footwork, Celerity, Movement Speed related effects and most importantly: Increase his Dance Speed. This will probably help with the common issue of being out ran by other champions, personally, it does happen frequently and I do not know how but Cowsep does.

And while i'm at it, i suppose i can address another mystery...Meditate. (Master Yi W)

I've always wondered why the Mana cost and Cooldown were stagnant at 50 Mana and 35 Seconds (People who don't play Yi should note this). I would much rather have the Mana cost increase, cause when Yi is played in lane and he gets harassed down and levels it up, he's basically recovered 1/2 of his health already. People don't complain about it but I do feel bad that I can last longer than most Mana-less Champions in lane without noticeable Mana problems. Maybe i would have it like this:

  1. Mana increase by 10 at each rank 50/60/70/80/90 or it can be increased by 10 at base to 60/70/80/90/100
  2. Lower cooldown by 2 seconds at each rank 35/33/30/27/25 or if you wanted a consistent pattern maybe 1-3 seconds less at each rank instead.

The Mana increase should be justified as in seeing this is a valuable ability and should have an equal amount of cost, considering at Lvl 18 Yi has around 950 Mana I believe that it's using up 1/10 (Roughly) of the Mana is okay because he only has two other abilities that cost mana and one of them is his ultimate.

I also haven't forgotten about Master Yi's Ultimate Passive (The one that lowers current cooldown's by 70% on takedowns), but justifying that makes the cooldown fine to be at 35 Seconds, is saying that i have to get two kills or assists to use a heal that will bring back about 1/5 of my health (If not maxed first) while it leaves me stagnant for 4 Seconds. [sg-lux-2] If you're going to upgrade an ability, you want it to work more efficiently, and there are other factors instead of it's effect value to be increased. I do believe there is a reason for this and I would like an answer from Mr. Hallam if he could.

I do look forward for critique and maybe Cons I don't see with my suggestions but I don't want something fueled by the raw stigma of this champion. However, I do respect personal experience and views.

If you look at it correctly, Master Yi has appropriate counterplay and weaknesses: Without his ult, if he gets touched by any CC or Slow (More commonly) he is immediately caught, additionally he is squishy and is extremely weak to burst (If he doesn't have heavy defensive items), he has long cooldowns (Everything is literally 14 Seconds or more), he's weak to Thornmail and Ninja Tabi's.

Other than that looking at Master Yi he isn't doing spectacular, nor was he ever I believe, he had always remained as a Lower Rank's Nightmare and that just earned him a reputation, it's unfortunate for his name pun too..."Mastery" as any can admit that he isn't hard to pick up, but there's a definite gap between experienced Master Yi players and ones that play him when the Enemy comp has no CC.

Looking at other Jungler's, others do his job way better than he does, Xin has 2 Slows, 2 Knockups (His Ult counts when he does a insec), a nice heal and damage bonus that synergizes with his kit, Shyvanna is bulkier and can deal more damage than him, also beats him in a Duel, Udyr has better ganking potential and can duel him. Evelynn is a Post-6 Jungler and is a much better example of a Jungler with having more appropriate tools for ganking since her rework (However, i do think she shares just as many flaws as Master Yi does, maybe even more).

Anyways that's all i can think of/say for now, thank you for reading.

2 Comments

YareYareDeze1/16/2018, 6:37:46 AM1 votes

My opinion is that we shouldnt have more 3 or 4 proc champs , i do not think he needs more utility with the E movement speed u mentioned and i do think W needs some sort of change buffing one aspect but doing something about the cd or mana cost.

If he needs a direct buff but people are scared of his very early levels i think the passive should be changed to scale like starts at 30-40% and end at like 60-75%.