What if we did this to Yasuo?

a special one·3/28/2017, 9:47:56 AM·1 votes·969 views

Base health down by 30 Health per level down by 6 Base AD down by 5 AD per level down by 0.6 Passive: Crit damage on steel tempest is now 80% from 75% Q (steel tempest): Damage changed from 20/40/60/80/100 (+100%AD) to 20/40/60/80/100 (+105%AD) Cast is no longer cancelled by hard CC W (wind wall): Cooldown changed from 26/24/22/20/18 seconds to 28 seconds at all ranks E (sweeping blade): Dash scaling with bonus movement speed doubled NOTE: this isn't doubling the dash speed, it's just doubling the scaling, so overall dash speed when he gets tier 2 boots should be increased by about 20-25%, and before it would be the same Is no longer cancelled by roots and stuns Cooldown changed from 0.5/0.4/0.3/0.2/0.1 seconds to 0.8/0.6/0.4/0.2/0.0 seconds R (last breath): Cooldown changed from 80/55/30 seconds to 85/70/55 seconds NEW EFFECT: Kills while the penetration buff lasts now reduce the cooldown by 30 seconds Damage changed from 200/300/400 (+150% Bonus AD) to 200/325/450 (+160% Bonus AD)

Why? Well, the base changes are simple. Its going to make him a bit squisher through the game (138 health less at level 18) and do less damage (16 less AD at level 18, note that it scales with crit so its gonna be a bit more noticeable, + harder early game) This is good, because u wont feel like he just autoattacks you to death now with no counterplay The damage buffs on his Q were to keep his damage relevant, so his Q damage stays around the same which keeps him rewarded for landing it. The other buff is to make it easier to go vs brute force CC champs such as Alistar, Leona, Riven.. The CD nerf on his W is to reduce frustration and punish him for bad windwalls. The E buffs are to help his outplay-my-enemies-with-mobility-and-dashing side in mid and late game The E cooldown changes are another hit to his early game. His enemies will now have more breathing room and his E will be more fluid when maxed in mid-game. The nerfs to his R cooldown are to make it feel more like an ultimate, it won't be as effective to use it for harass anymore but killing someone with it is still rewarding, and in teamfights he might even be able to ult twice if he snowballs, but it should be won by that time anyways so not so big deal.

So, everyone happy. Yasuo is now less frustrating to play against, he's squishier, his autos do a bit less damage, his E is weaker early game, his ult cd is higher and so is his windwall's. Us Yasuo players get some neat things to play with, and we can now deal with the annoying tanky undodgeable cc abominations just a little easier.

Heimerdinger

11 Comments

Jbels3/28/2017, 10:42:38 AM3 votes

All this will do is slightly nerf his playstyle for idiots who just play him for freelo and be an extreme buff for people who are rank 7 with him, who already get ridiculous mileage out of the champion as it is

Ahristocats3/28/2017, 10:47:23 AM2 votes

[{quoted}](name=FBI Officer,realm=EUW,application-id=3ErqAdtq,discussion-id=hzfArhK2,comment-id=,timestamp=2017-03-28T09:47:56.505+0000)

The CD nerf on his W is to reduce frustration and punish him for bad windwalls.

there ain't any frustration with windwall only awful players that have a brain as big as a dog making them casting all their spells into windwall

Taliyah Rocks3/28/2017, 1:28:49 PM1 votes

There's only two parts of Yasuo's kit which gives me cancer:

His passive free shield which makes him pretty resilient to poke damage. ''But you can pop his shield with a basic attack'' Sure, but that's ten basic attack worth of damage that i could have inflicted on him otherwise. These basic attack damage stack up quite a lot when playing against melee midlane bullies.

But mostly his ability to deny me farm with his freakin' windwall. I can live with how annoying it is for him to deny ranged harass, but a good Yasuo that makes you miss at least a minion on every wave???? Riot fix this shit. ''Oh you're about to last hit your cannon minion? Nope! 50 less gold for you!''