Yasuo Changes (Concept: please critique.)

CrimsonCobra3·11/24/2016, 9:17:38 PM·2 votes·1,769 views
I don't care if he has a negative win rate, if he's not "in the meta," if pros do not pick him...

Good morning all. The link I included is the original board from which I was inspired to actually write these changes up, so if you are curious as to the reason for, and framework from which I designed this, you may review that post.

First of all: don't get me wrong, I don't hate Yasuo, nor do I think he's busted. (I actually think he's rather easy to deal with.) However, he's hard to play, and overloaded, and I think this presents balance issues that need to be done away with for him to properly find his place in the meta and finally see balanced play. Please tell me what you think, and why you think it. Thank you for your consideration.

And now, without further ado, these are the full list of changes I have come up with:

Passive: Double Crit Chance Removed.

Q: His Q has a separate crit count, and has 15/20/25/30/35% more crit chance. (The other option is to increase it's crit damage. I haven't settled between the two.)

W: Unchanged

E: Damage on-cast flattened to 75. New passive added that adds physical damage to his basic attacks equal to the amount of flow he gained since his last auto. (Maxed at 100.)

R: Instead of granting 50% bonus armor pen for crits, it grants 10/15/20 Lethality. (Again, I'm not settled on this. it's stronger for the early game, but I'm not sure it's something he needs.)

Overall, I'm not sure how much I like this concept, but I do like the idea of changing his E, and I think changes to his crit-chance modifier is essential. Simply because at the moment it's just a crutch to permit him to do his job, and doesn't follow the normal rhythm of itemization, permitting him to leap ahead of the itemization curve. (Which is, again, a crutch for his poor early game. However, it also becomes a crutch for his midgame. If he can get a few kills and some gold he can come back with a vengeance.)

All of that said, please, tell me what you think of the idea, and if you have any ideas or improvements, I really want to hear them. Because I think my concept is imperfect right now.

8 Comments

GULAG 4 U11/24/2016, 10:45:27 PM2 votes

Removing double crit chance No, it's his only steroid. He needs it. Melee carries need to have these, otherwise they'd all go bruiser. Removing double crit is asking for tanksuo.

You've failed to address any of his problems nor fixing them.

MatthewRT211/24/2016, 9:20:13 PM1 votes

y u no remove windwall?

CrimsonCobra311/24/2016, 9:22:57 PM1 votes

Hm. I don't like the fact that it shows the picture. Or the fact that I had to post it in Gameplay. (I wanted to post it in Concepts and Creations, since I think of it more as a conceptual piece than just a gameplay balance piece. Clearly I don't work for Riot, I'm not balancing Yasuo, I'm just trying to put into words a concept I have for what he could be.)

Anyway.

Thanks for reading.

CrimsonCobra311/25/2016, 6:31:23 PM1 votes

I just realized an additional problem with my suggestion for his E: it doesn't scale well at all. Which means that there's no reason to max it second, which is bad since there's not much reason to max Windwall second either. I suppose some additional damage could be added to the auto-attack part of his E, eg: at 100 flow, his next auto deals 40(+25/30/35/40/45% bonus AD) additional physical damage.

At this point, I understand no-one's going to like it. Or even really care. (Not sure why.) But for completeness' sake I'll post this anyway.