Here's how to fix Yasuo's Wind Wall!
Wind Wall is, undeniably, one of the most broken skills in the game when used correctly. It's a support's dream ability, and the support that did get an equivalent to it, Braum, has an arguably lesser form of it. However, we can look at Braum's version, and use the mechanics in that to help balance Wind Wall. Here's a refresher on what Braum's does: The damage reduction is increased to 100% for the first source of champion damage that would be reduced, though this does not negate any other effects of the attack. Afterwards, there's a damage reduction; DAMAGE REDUCTION: 30 / 32.5 / 35 / 37.5 / 40%.
Why don't we make Wind Wall similar? It would completely block the first attack (even the CC, since Yasuo's not the target being hit by it), but afterwards it would not block any other attack going through out. However, it would lower the damage, similar to Braum's skill. Heck, I don't see any reason to not keep the same numbers: 30 / 32.5 / 35 / 37.5 / 40%.
Now, I'm not trying to say it solely needs a nerf. It could also use some bits of buffs to help compensate for the change. Here's what I got suggest as compensation: WALL WIDTH: 300 / 350 / 400 / 450 / 500 changed to 400 / 425 / 450 / 475 / 500 COOLDOWN: 26 / 24 / 22 / 20 / 18 changed to 22 / 21 / 20 / 19 / 18 DURATION: 3 / 3.25 / 3.5 / 3.75 / 4 would be kept the same.
All of these changes would cause Yasuo to have a lil bit of an easier time in lane (something he could really use) by being able to use a wider wall more often, but now the wall won't be so overpowering by allowing continual skill shots to at least have some effect, even if diminished. Anything that would now normally be blocked would go through the damage reduction instead after the first champion attack makes contact. The trade-off for the easier lane is a much more bearable late game ability that (currently) absolutely destroys ranged-based teams (something a carry really shouldn't have).
