[Rework] Yasuo, the Unforgiven

N0rth Wind·12/14/2016, 6:25:28 PM·2 votes·1,007 views

##Author's note: In my opinion, Yasuo is a high-skill champion with amazing thematics and great potential, that is however wasted on abilities that have to be nerfed significantly in order to make them less toxic and annoying to deal with.


##Comments on existing kit:

Passive: The double crit is a unique mechanic that comes with its own tradeoffs (crits do less damage, you HAVE to build crit) even though most people think it's broken. Personally I do not mind it.

The shield, however, is bad. It's super annoying to deal with in lane, but in the late game he either annoyingly tanks your damage, or he's doing bad so it saves him from one aa from the enemy adc before it breaks. A 500 HP shield on a squishy champion is not so much.

Q: Great concept. I despise the 25% crit damage reduction. It's unacceptable to see your Q crit less than an autoattack late game.

W: Amazing ability overall, if a little annoying.

E: Yasuo needs to be very mobile and we only have one skill left to do it? Well, this is not the way. It's too annoying, too situational, it doesn't take enough skill. You either dash 25 times until the enemies are out of skillshots or out of position, or in a 1v1 scenario, you dash one time and then get kited to death.

R: This is what makes Yas a skirmisher (Skirmishers are what Riot has named the mobile melee adcs that can shred even tanks and have powerful situational defenses, for example Fiora or Riven). However, its damage is shit (less than a Q crit late game), it refreshes your shitty (but still annoying) shield that I already don't like, and the debuff it gives is stupid. Like, what use is bonus armor pen to Yasuo? It's not like he can focus the tanks first in a fight- he'll die. And the squishes he is trying to kill have no armor. So the buff is practically useless unless he's cleaning up a tank or two.


##Goals:

  1. Make Yasuo's strengths more focused into his niche strengths and less all-over-the-place.
  2. Reinforce his affinity with Critical Strikes in a way that's not too aggressive early on, and does not fall-off later on in the game.
  3. Make his mobility more consistent and less dependent on minions.
  4. Make his ultimate more valuable as a big finisher against squishies and less of a glorified gap closer.
  5. Give him a more consistent graceful tool against enemies with high armor.

#>>Reworked kit: (Note: any details not listed, such as ranges or Wind Wall width, are the same as live.)

  • Passive: Way of the Wanderer Yasuo's crit chance is doubled. However, all of his critical strikes have a -25% Critical Damage modifier (stacks additively). For every 1% Crit Chance he gets above 100%, his Critical Damage is increased by 0,5% up to 50%. Yasuo passively gains Flow whenever he kills a unit, crits an enemy champion or hits a champion with Steep Tempest, up to a maximum of 5 points. Flow slowly decays after being out of combat for 5 seconds, down to a minimum of 1.

  • Q: Steel Tempest | 7/6/5/4/3 seconds cooldown, reduced by bonus attackspeed down to 1 second. Yasuo thrusts his sword towards the target direction, dealing 90/95/100/105/110% of his AD to all targets hit. Upon landing two Steel Tempests, the third cast will release a tornado that will knock enemies up and will do 10% more damage. If cast during Flurry, the ability will strike in a circle. If an enemy champion was hit with the tornado from over 475 range, Yasuo receives one additional point of Flow.

  • W: Wind Wall | 20/18/16/14/12 seconds cooldown Yasuo creates a windwall in front of him, blocking all enemy projectiles. The wall lasts 0,5 (+1 per Flow) seconds. The cooldown begins at the time of cast, rather than after the wall ends.

  • E: Flurry | Cooldown: 6/5/5/4/3 seconds, cannot be reduced by CDR | Charge refresh rate: 18/16/14/12/10 seconds | Max charges: 4 | Cost: 1 Flow Yasuo dashes a fixed short distance through the target and ignoring their bonus armor by 15% for 3 seconds (stacks up to 3 times). Yasuo can choose to ignore the cooldown of Flurry, but it costs 2 additional Flow.

  • R: Bladestorm | Cooldown: 70/60/50 | Cost: 100% of current Flow Yasuo instantly dashes to a nearby airborne enemy. He slashes at them, keeping them in the air for 1 second and negating all enemy projectiles that would hit him for the duration. He them slams them on the ground, dealing 50/75/100 (+ 10/20/30% AD per Flow) physical damage to them. This attack can critically strike. If Yasuo succesfully completes the attack, he gets 3/4/5 Flow and 3 Flurry stacks. Bladestorm can be reactivated to slam the targets down immediately, however Yasuo does not receive any Flow or Flurry charges.


##Comments and notes on the new kit:

  • The passive is designed in a way that emphasizes Yasuo's crit, instead of downplaying it. However, his critical strikes are weaker in the early game, and he must invest in more crit items if he wants to actually be better than the other champions who stack 100% crit. If, however, he buys 100% crit (200% for him), the extra 100% is not wasted, but instead improves his damage output and brings his crit damage above everyone else in the game, making him the truly the most Crit-focused champion in the game. #CritDamageMatters

  • His Q is basically exactly the same, with the difference that it's weaker early on and stronger in the late game. Also, since it scales entirely out of AD, toxic tank Yasuo is discouraged.

  • The Wind Wall is the same, more or less, but now Yasuo will have to think more before he uses it. If he is careless, or gets forced to use it before managing to crit an enemy champion a few times, it will last for only half a second. That's still useful for blocking the enemy Vayne's Condemn while chasing her (for example), but this way, it can actually be baited. Now on live, even if you bait it out and trick Yas into wasting it, he's still safe from your "real" spells for 4 more seconds, which means he can't really go wrong by blocking the first thing he sees. On the other hand, if Yasuo has fought hard and he has landed 5 or more crits on the enemy team, he can still rely on Windwall as a long-duration shelter from ranged punishment. Also, the cooldown starting on-cast heavily yet discreetly rewards Yasuo for casting long, stacked-up Windwalls by making the next one come so much sooner. On the other hand, shorter Windwalls will leave him vulnerable for painfully longer.

  • His E now works on a charge system, making his mobility much more consistent. He has up to 4 dashes in lane, 4 in 1v1s, 4 in teamfights. Not from 1 to 14. Also, he can choose to expend his Flow if he wants to dash twice in a row. Which means that now, dashing through a minion wave to get to your target is not as thoughtless, however if you REALLY need to dash a second time to get back on that Lucian, you don't have to wait 6 seconds. Also, this allows him to stick to targets much more effectively, provided he can manage to crit them a couple of times between each dash. If you can hit people reliably, you will be able to dash on them over and over. Also, this method is also the best way to deal with tanks, so combining the bonus armor pen with his succesful, repeated E usage makes sense. Also, E now does no damage at all, which means no more winning trades just by spamming E all around the enemy waves.

  • His ulti now has so many more options than before:

  1. It can be used without Flow stacks as a gap closer, or to block a big ability that's coming at you, with good timing. Or to extend your allies' CC.
  2. It can be used with full Flow stacks and reactivated immediately if you want to nuke the backline immediately with a huge crit.
  3. Ideally, you will coordinate with your team, and a big knockup will be landed on the enemy team right when you have 5 Flow to spend. You can then use Bladestorm to extend the CC and then land a massive crit on the enemy team, while resetting your Flow and your E, allowing you to slice and dice through the remainder of the enemy team.

##Conclusion:

First of all, I want to say a big "thank you" if you read this far. xD Let me say that I know my opinions on Yasuo's current state are not in-line with everyone else's. There will always be people who like and dislike different things than us, and I actually already know a few people who think his Windwall is OP or his E is not annoying at all.

However, I hope I have explained clearly enough what I personally think is wrong with his kit and which parts should actually be emphasized. And I hope my ideas come close to making Yasuo a cooler champion overall, without changing his identity too radically. Also, I treated this like an actual rework, so I made sure that not many of his reworked abilities require any new assets and animations (close to none, to be exact :P).

I tried to get the numbers to a reasonable and realistic level as much as possible, however if something seems off, do not hesistate to comment. Also, if you voted negatively (or even positively) on the poll, I'd appreciate some constructive feedback. :)

8 Comments

fcI86bas7N12/14/2016, 6:35:26 PM2 votes

no rework pls he's my boy

Birbonius12/14/2016, 6:55:11 PM2 votes

I'm not really good with numbers (even though i tried to rework some functions in "known to be bad" mmorpgs) but i think this is an actually legit way of still giving him strenght without being a "spam-to-win" champ like old ryze and URF Sona.

I've read (at the best of my attention) the all thing,and i've found only 2 things i don't really like:

  1. The Q has Total AD scaling,if you didn't mispelled it,which means that sterak can still give him a lot of damage,instade of the low damage that bonus AD scalings get. Since he will be supposed to build crit (and with that,AD items and damage),i think that giving it a bonus AD scaling wouldn't hurt his damage output too much,only in early it would be a huge nerf to it.

2)As i said,i'm not good with numbers,but 5 stacks of Flow seem restraining (even if i'm kind on a "jhin-level" mentality for numbers 0 and 5). I'd want to say "don't make them fall off out of combat",but there's a reason if they changed it for rengar,so i guess it's better if it stays this way.

Also,why would someone instantly slam the enemies on the ground with their ult? If they don't,thay have a longer CC,a longer projectile protections, all the flow and flurry he needs to survive with the windwall/escape the bad situation he got in and a good time to let his allies reposition and punch the enemies while they try to get you away from the ADC. The only benefit for the instant slam is that you can AA the enemies before than intended,maybe taking them by surprise,but that could be used properly only by high-skilled players.

Also a lot of people mash their buttons while in a fight,so they could accidentally R or E twice and waste their resources,but i guess champs like Camille or the way lee sin skills work should already show that Riot doesn't want to stop themselves for a mistake the player has the possibility to do.

Hope it's helpful, and good luck with making this go through![slayer-pantheon-thumbs]

Made by a wannabe urgot main

Ruin Lance12/14/2016, 8:22:57 PM1 votes

It's pretty easy to tell that you aren't a yasuo player considering the things that you are changing.

Removing his shield and E damage essentially removes his ability to trade.

The E change also basically stops him from being able to trade or retaliate due to it's extremely long cooldown unless he has 4 flow.

The Q change also severely hurts him because even though you are encouraged to max it, it has no base damage so you are basically stuck with almost no damage until you get 100% crit chance.

The ult change is kind of interesting but the option to reactivate it immediately has almost no point to using it. Most people would also end up immediately reactivating it purely on accident since most people press their R key more than once to ult someone as Yasuo.

The new flow mechanic is pretty interesting, especially with the way it interacts with his ult, although overall this is less of a rework and more of a massive nerf.

His late game is nonexistent despite the emphasis on trying to make his late game strong. This is mainly because of the removal of the shield and the damage changes but also because he is limited to 4 dashes.

In summary - you are making his early and late game nonexistent because he has no survivability or damage (his only source of damage is his 7 second cooldown Q and his auto attacks which is extremely lackluster) in the early game and also no survivability in late game since he no longer has a shield and must build pure damage. His mid game is his only chance to do anything assuming he has any farm and isn't 0/10 which is pretty unlikely considering how trash his early game is because he won't get blown up as fast as he would in late game and also because he has a little bit of damage.

Yasuo would have no place in this game and would ACTUALLY be the worst champion in the game by a long shot. As much as I bet people would like that it's unfair and not the point of a rework.