Yasuo [Gameplay Balance Ideas]
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.)