Yasuo's flow mechanic has wasted potential
One idea I always thought of as interesting and that could fix many of his annoyances is the rework of his "Flow" so that it effected his gameplay more. Currently all his "flow" does is act as the cooldown of his passive sheild, but what if it was also a resource for his crit chance and Windwall?
Yasuo's flow bar has always seemed to me to be a concept that could have been expanded on so much more. Correct me if I'm wrong, but isn't his "flow"supposed to represent the wind energy(?) that he collects while moving around? If so why doesn't it effect the usage of Windwall, a technique where he forces a large amount of wind from his body to transform into a semi-solid barrier. I always thought of his double crit chance as him harnessing the wind to surround his blade and cause its slashes to do more damage. It would just make a bit more since thematically if Yas had to accumulate wind energies(?) before being able to use it in his techniques.
One reason many people dislike Yasuo for is that his sheild and Windwall make it feel like abilities and ultimate are wasted to no effect on Yas except for providing him with 2 mildly short cooldowns. This could be mostly fixed though by having the use of these techniques eat up parts of his flow bar, and that with less "flow" Yas would suffer more consequences.
What I am proposing is something upon the lines of this:
-
Yasuo's flow bar goes from 0-100, and increases by 25 with each ability point put into his ultimate. The activation of his shield causes the bar to drain by 75-50% but it can only activate if Yas has over 85-55% of his current flow bar filled. The more "flow" that is absorbed the stronger the shield. (What this is supposed to do is allow for the shield to pop up much more frequently, but each time with less health. This creates a tankier Yasuo that while durable initially can easily be taken down in a drawn out fight). The increased flow recharge and lesser requirements for activation will allow his sheild to recharge every 4+ seconds in the late game.
-
Wind wall would cost around 80-60% of his Flow bar with a decreasing cost for each point put into it. This is to give the Yasuo player more decisions for when to cast it. It will still increase in size with each point but I am not sure about the cooldown.
**new passive effect on W - **the flow regeneration rate while Yasuo is moving increases for each point put into his w.
-
The double-chance would lose the -10% damage but it can only occur while the flow bar is over 50%. The intention here is to make the Yas player think about when he activates his defensive abilities more and allow for more choices between Yas and his opponents (If the enemy casts a powerful projectile Yas has to decide between using Windwall to block it but having to build up more Flow to get back his double crit chance, or hoping that his sheild can absorb it). the interaction with the passive shield is that the more it drains the flow bar the less time his crit boost is active. This wouldn't effect him much late game since he should have built up more crit chance by then.
-
Flow is still collected while moving around, it would take around 16 seconds of walking at base ms to restore the 100 flow bar at level 1, but around 8 seconds to fill the full 175 late game (with fully leveled w and 2nd tier boots)
-
His base stats (and scaling to a lesser degree) in armor and health would be increased to help him in lane where he is much more vulnerable now
-
this is a rough draft of a rework for Yasuo, the numbers are just put in as examples to show what I mean (they are in no means final). All to none of these ideas may be put into the actual game. I know that this has flaws, but I believe in the concept behind it. I tried to keep most of his gameplay patterns the same while still preserving his ability to scale well into late game.
The main focus of this is to limit Yasuo's safety in lane (if he windwalls he won't be able to get the shield up right away, and the activation of either in the early game will take out his double crit for a short time) while buffing his ability to take down tougher enemies (higher base stats in his health and armor and the faster recharge on the shield make it so that Yasuo doesn't have to rely on his ult to engage and can actually enter the melee range of most fighters without instantly dying)
Yes, something like this would change parts of his gameplay-patterns, but it would probably be for the better with how it adds more decisions for both Yas and his opponents while trying to fix many of the things people complain about on him. I also tried to fit more of his theme as a Wind controlling samurai into his kit.