Yasuo Changes Idea
Hey all, since Yasuo nerfs are supposed to be out soon, I though I'd give my ideas on what changes I think should happen. Some are nerfs, some are just adjustments, but still the same old flashy windman. Text in italics are changes I am not 100% sure about, and may not want to happen. Don't worry, there will be a TL;DR at the end including all definitive changes I thought of, along with notes of any edits I made.
STATS:
Attack Damage: 55.4 - 110 (1-18) -> 50 - 112.9 (1-18) (3.7 per level)
Yasuo's early game is thought to be a bit strong, so his AD has been toned down a bit, but given some more scaling and level 18 damage to compensate.
Movement Speed: 345 -> 340
Passive:
Critical Strike Damage: 90%/75%(Q) -> 80%/60%(Q)
Yasuo will have to build more damage to get where he was, but I don't know if this is a necessary change.
Q: The standard Steel Tempest (Not the tornado) is affected by blinds such as Teemo's.
W:
Wind Wall will now start 25 units away from Yasuo instead of on top of him, and drift 25 units forward, OR start 50 units away from him.
Duration: 3.75 seconds -> 1/1.25/1.5/1.75/2 seconds
Cooldown: 26/24/22/20/18 -> 24/22/20/18/16
With the distance and duration changes, Wind Wall shouldn't be blocking projectiles from behind and the sides when he casts it and it's more based off reaction and not just "let me put this here and avoid damage". Oh, and maybe a bit shorter of a cooldown to make up for the duration nerf.
E: It's already receiving a nerf, will that be enough?
R:
Last Breath will distance itself outside of turret range -> Yasuo can cast Last Breath in a small circle around the target(s). (Think Kat's new daggers)
AD Scaling: 150% -> 100%
Armour Pen Buff Duration: 15 seconds -> 7/9/11 seconds
After casting, Yasuo will ignore 50% of bonus armour on targets for 7/9/11 seconds -> Yasuo now gains 20/30/40 lethality for 7/9/11 seconds
Max flow on use -> Gain flow based off how far away Yasuo is from the targets.
Now that Yasuo can't just magically extend his ult distance to avoid towers, some more interactivity could be allowed, letting him place himself in a good position after placing himself right next to the enemy. Also, the ult itself will be more for the engage and less for the damage, he shouldn't gain all that free % armour pen for so long. As for the tentative changes, lethality might make it too weak. On the other hand, gaining Flow based off of the distance he used his ult from could make players WANT to land those clutch full distance tornadoes, or just be far away as possible for when your ally Malphite uses his ult.
What's the point of the changes? Let's be real, Riot isn't likely to nerf Yasuo hard without compensation. These changes were focused more on making him less annoying for those fighting against him, while still making him a flashy and fun champion. Is Yasuo overloaded? Probably. Is he overpowered? Maybe not as much as people make him out to be. Is he annoying? Hell yes. Yasuo can be amazing to watch and play, but not to fight. Hopefully these changes will make him less of a nuisance while keeping him as a playmaker.
http://ddragon.leagueoflegends.com/cdn/img/champion/splash/Yasuo_0.jpg Thanks for checking out this post!
TL;DR: Less AD early game, Q is affected by Teemo blind, W doesn't last as long and doesn't start on Yasuo's model, E stays the same, and R doesn't avoid towers anymore, and will always stay the same distance from the target instead of extending the range.
Edits:
- Removed Special Ult Interaction, still doesn't avoid towers.