Yasuo [Gameplay Balance Ideas]

Stacona··2 votes·429 views

These ideas are for balancing, not all the changes are straight up nerfs, in some fashions they could be considered buffs and others is just neutral. I will only be listing the changes and if it is not listed it is not changed.

Way of the Wanderer (Passive): No longer double critical strike chance and basic attacks and Steel Tempest no longer critically strike normally. Yasuo now gains 1% bonus physical damage equal to every 1% critical strike chance that he has that procs every time he uses either a basic attack or Steel Tempest. (Conversion with an Infinity Edge is 1.5% bonus physical damage for every 1% critical strike chance that he has.)

[At 100% critical strike chance this is 200% damage for basic attacks, 250% with Infinity Edge; at 50% and greater critical strike chance is when the attacks are shown as critical strikes. This creates Yasuo to have amplified damage without the random chance of critical strikes and to balance the fact that a random stat is no longer random.]

Steel Tempest (Q): Is unchanged

Wind Wall (W): Duration lowered to 1 second from 3.75 seconds

This ability should be meant for slashing projectiles out of the air rather than granting invincibility, so this is the reason for the duration nerf.

Sweeping Blade (E): Base damage lowered to 50/75/100/125/150 from 70/90/110/130/150

Yasuo should be a late game champion, so this change is to prevent cheap, cheesy early game kills.

Last Breath (R): Range lowered to 900 units from 1200 units

Tornado range is 900 units, this change does not affect Yasuo's solo play at all. The change is so that Yasuo needs to be visible when a teammate gets a displacement effect on a target and not just appear out of no where from the fog of war. (Similar idea behind Kayle's ult range being reduced awhile back.)

2 Comments

67chrome2 votes

His passive is like, 3 times as strong without IE there - and about 5 times as strong as it currently is with an IE. Currenlty, Yasou can only increase his DPS from 150% to 200%, as 50% crit is the maximum he can gain from his passive, seeing as it doesn't exceed 100%. Which is a 33% increase in DPS before you factor in his crit reduction or IE.

Technically it's 180% rather than the next guy doing 150%, or 225% over the next guy doing 175% due to that 10% crit damage reduction currently - creating a best-case scenario of a 29% %DPS increase ATM.

The potential for 100% DPS increase with 100% crit chance is pretty derppy, as end-game you're not looing at a ~33% DPS bonus - that's a 100% DPS increase. Which I think Fiora, Mundo, Jinx, and Nasus barely scratch under their optimal, not passive conditions.

Also - IE takes critical strike damage from 200% to 250%, which is the same thing as going from 100% to 125%. Going from 100% to 150% bonus damage, when you have an IE already increasing your crit DPS by 25% on top of that, is like - Phantom Assassin strength crits, but 55% of the time rather than 15%. One-shotting someone with a crit in DotA is one thing, doing that in LoL is a different story.

Also, mega-boosting Yasou's AA steroid in a way that's AD over Crit does wonders for his back-door and split-push potential, seeing as AD actually effects towers, and critical strikes don't.

Finally, the synergy with Sword of the Divine is broken with this passive idea. Even if you're applying the bonus damage based on cirt in a way that can't crit, Divine's active would triple his AA DPS.


Wind Wall being significantly weaker and Last Breath being slightly weaker, paired with his mega-tower shredding steroid, will likely push Yasou down the same dark path that Tryndamere and Yi are stuck in. Back door central, split-push 24/7.

One of the cool things with Yasou currently is that team fights are actually where he wants to be, where with most fighter/assassin combos there kits are frankly terrible in large-scale engages and inversly amazing in 1v1 situations and against towers. Which is awkward due to essentially auto-winning 1v1 engagements in a PvP game feeling really off, and awkward due to their optimal play-path being a lone wolf in a team game.


Stacona1 votes

right now he gains double crit chance and 10% less damage, to be balanced to what it is now he needs it to be double crit chance and 50% less bonus damage

Also you misread- Infinity grants 150% bonus damage, a normal crit grants 100% bonus damage - so the conversion going to 1.5% instead of 1% is doing exactly what Infinity Edge does- he only gets this bonus numbers at 100% crit chance just like anyone else with 100% crit chance, any % less is less damage but no random occurence- right now he can deal 190% damage with 50% crit to be balanced it should be 150% damage with 50% crit which is what the passive chance idea grants, it is balancing yasuo out but not changing how it works, the damage works just like a crit

  • it would be bonus damage, meaning does not work on turrets, you cannot crit a turret so the bonus damage cannot work on turrets

sword of the divine would not be any different than anyone else using it- sword of the divine grants 3 basic attacks/steel tempest to be at 100% critical strike chance, you cannot go beyond this number and it does not deal any more damage than a yi, vayne, twitch using a sword of the divine

yes, yasuo will still be a team fighter, nothing in his kit has changed to change this, he is just being balanced

if he has 50% crit chance with an infinity edge a 1.5% damage for 1% crit chance conversion will make him deal 175% damage which is the average damage of a normal champion with crit at 50% - two basic attacks on a normal user will be on average 350% damage, on this yasuo idea it will be 350% damage, currently at 50% crit yasuo deals 450% damage- so you are stating my idea is overpowered and how his passive currently is is perfectly balanced...

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