How to make Yasuo more interesting while making him more consistent.
So we all know that Yasuo is in a situation where he's sort of a hit or miss champion. He's a champion that's either a Fighter or Assassin, but has fairly unreliable mobility without higher knowledge. His only form of CC is often hard to land, and if he misses it, often loses a trade, or even his life. His damage output scales hard, but currently get's destroyed by the tank meta and anyone with CC.
His Q and E fit his skillset perfectly, his W on the other hand, is sort of Random... His Q and E boasts spammable utility with extremely low Cooldowns, much like the wind, a swift, fluid motion that never ceases to rest. His W... is on a high Cooldown and practically stays still for it's duration. Realistically, wind shouldn't stop moving. It doesn't fit his theme AT ALL. Why would a wandering samurai have a WALL for a skill? A samurai wishes to have freedom of movement, not to be restricted by a wall. In game, you're often forced to revolve your fight and positioning around the windwall, which can prove to be both fruitful and self destructive. Especially during a meta like the tank meta where your only real chance of survival is to continue moving... the wind wall puts you at a major disadvantage. At the moment, most high elo players refuse to pick him over popular current picks, while low elo players enjoy playing him due to his high snowball potential and "cool" outlook. He has a high skill cap, don't get me wrong, but I think the majority of players who play Yasuo just face smash their keyboard because that's really the only way they can survive at the moment.
What if Yasuo's W was changed into something that better suited his kit? For example: W - Wind Cutter (5/4/3/2/1 second cooldown, cannot be reduced by Cooldown Reduction) 2000 projectile speed, 750 range. Maximum of Two Charges. Yasuo gains a charge of Wind Cutter every 30 seconds. The charge time is reduced everytime Yasuo critically strikes by ((1/1.5/2/2.5/3), or maybe (1/2/3/4/5) not sure.) Yasuo slices the air with such force, it sends a crescent shaped (BANANA) slash to cut through all ranged projectiles it passes through. All targets hit that have been marked by Sweeping Blade are slowed by a percentage equal to half (or 1/4th still not sure.) of Yasuo's Critical Strike Chance. Each Champion hit by Wind Cutter reduces the cooldown of his Ultimate by "((1/1.5/2/2.5/3), or maybe (1/2/3/4/5) not sure.)."
Make Yasuo's ultimate a Cooldown of 80/60/40 or 80/65/50(cannot be reduced by Cooldown Reduction.
This way, Yasuo has NO USE for Cooldown reduction. CDR was already a stat that was ignored by any RIGHT minded Yasuo player, and with this new set of abilities, it just proves to be more useless. People who say, "WHAT, A CHAMPION THAT CAN'T USE CDR?" Look at every champion that can't use mana, every champion that uses health, every champion that uses energy? Why can't Yasuo be different? Yasuo never got CDR in the first place... This perfectly fits Yasuo's style. He's the wind, forever a swift motion, not a gentle breeze that "cools down."
These are just the more SIMPLER idea's I've come up with for Yasuo that I find would really make him a much more FUN champion, and more HIGH SKILL CAP while also making him a lot more consistent by updating his W. This will force Yasuo players to properly aim their "Wind Cutters" rather than face smashing their keyboard and dying around their own restriction, the "Wind Wall." Not only that, but the Slow perfectly goes well with his kit by giving him a consistent form of CC.
:D If you like this idea upvote :D
I'm already expecting you Yasuo haters to say he's op, GO AHEAD. LEGGO.

) to even go near minion lanes since his dashes allow him to hit and run, with his shield helping him survive said hit and run. Not to mention his high MS to par, making it hard to out run him when he starts dashing near ya.