Let's talk about what's ACTUALLY wrong with Yasuo
I see a lot of Yasuo QQ threads and I'm kind of tired of seeing "omg rito he does so much damage + cc + mobility wtf nerf nao" and it's like uh. That's not where his hidden power is, and that's not why he's broken.
Reason 1 that Yasuo has tons of hidden power: Wonky spaghetti code windwall. If Yasuo times his W correctly, he can place it in any direction and it will block ANY projectile coming towards him, regardless of direction. The reason? Windwall has a hitbox has soon as Yasuo casts the spell, and the instant he casts it this hitbox intersects with Yasuo's, making him 100% immune to projectiles. The fix? Windwall has no hitbox until it is fully formed. This means Windwall is no longer a "oh god I heard the Sona ult sound effect lemme mash W in any direction to stop it" spell, and a calculated block. Still just as effective at blocking long range skillshots, less effective at blocking instantcast or skillshots from fog. COUNTERPLAY!
Reason 2 that Yasuo has tons of hidden power: Double passive. Yasuo has both a shield and double crit from his passive. Yes, his crits are weaker, but double crit at level 1 is pretty silly (as instanced by the brawler's glove 20% crit infinite sustain w/ warlord's bloodlust before the hotfix). Having 100% crit at 1 and a half items is ridiculous, especially when one of those items is Shiv (since you're guaranteed a shiv crit every time it procs). The fix? Put his crit on an ability (preferably W) so that Yasuo has to scale into his crit. 20%/40%/60%/80%/100% additional crit per rank. Gives him a reason to rank up windwall if he's snowballing while simultaneously forcing him to choose to delay his damage from abilities. Also, unless Yasuo ranks it up first, this locks him out of insane crit levels until the midgame, making his laning phase much less oppressive.
Nothing else about Yasuo's kit is the problem. It's not his E. It's not his ult. Those things, by themselves, are fine. But in combination with his ridiculous safety and low decision making requirements (due to W being such a reaction-based spell due to the hitbox interaction explained above), he also scales into damage very, very quickly (only requiring about 3k gold to hit 100% crit on live). The changes outlined above would make his laning phase less oppressive while retaining his mid-game teamfighting spikes and lategame damage spikes (which are not really where the problem is unless he's snowballed from lane, which these changes would address).
tl;dr: take the hidden power off of W and put crit passive on another ability to help Yasuo's kit be less overloaded and give him less for free instead of just flat nerfing him.
no longer 'guaranteed'? Last I checked it's possible for the damage to crit, if the aa would crit anyway, and doesnt add the % for each enemy hit. Itdoesnt really matter either way, after the 100% crit chance though....
's hidden power is his ult being cast-able on ALL DISPLACEMENTS. When he was released, it seemed like they were aiming for specifically 'knockups' (
prolly missed a few that are so clearly defined)
That would have limited his combo potential, and made him more situationally powerful, instead of having weird opportunities he arguably wouldn't have otherwis:

