[Yasuo Rework Suggestion] 2.0 - Detailed and Explained
This is just a player suggestion based on experience and basic analysis. Keep that in mind.
[OBJECTIVES]:
** - Make Yasuo less oppressive and frustrating to play against without gutting him.** HOW? ** - By inserting more "opponent side" interactivity and removing or decreasing some reliability in his kit, without forgetting to compensate him, if necessary of course.**
[RESUME OF THE MAIN CHANGES PROPOSED (NUMBERS MAY NEED SOME FURTHER WORK)]:
- PASSIVE - Shield duration increased from 1 to 2. Flow(shield) charges 50% faster if Yasuo attacked (Ult, E, AA, Q) a champion in the last 3 seconds.
Explanation: More reliability for the shield for compensate the reliability decrease explained bellow. Keep reading. Also, push Yasuo more to the "Errant Warrior" that he's build into when fighting.
- Q - E+Q tornado doesn't knock up neither consume tornado stacks.
Explanation: E+Q tornado presents a toxic interaction to Yasuo's enemies; a point'n click knock up with damage. Due to Yasuo's mobility in lane, he has no trouble getting in range to E+Q tornado his enemies, and once in range, there's no much you can do to avoid the knock up. Even some champions that have a fast dash generally can't keep dodging due to large cooldowns in those said dashes. The E+Q combo is simply too reliable to have a knock up. Although the E+Q is the only true reliable access to his ult, he can still pull it off without it - since his tornado still have a low CD and he still can use help from ally knock up -, so removing it won't hurt his core heavily, but it will definitively give a lot more room to his opponents.
**- W - ** The wall starts at 0.75s duration and 300 width BUT growns bigger ( ͡° ͜ʖ ͡°) and lasts more if champion projectiles are blocked, up to 4s and 500 width. It also creates a "wind minion" that can be used to dash with E. The "gust of wind" doesn't come out from inside Yasuo, but from his front, so he can't block by trowing his wall in the opposite direction that the projectile is coming.
Explanation: Blocking a projectile with the Wind Wall is fun; having a projectile blocked by the Wind Wall doesn't. Negating a part of a champion's kit - especially if this part correspond to 80% of said champion's kit - by simply pressing a key and aim to a direction isn't something that can have the luxury to persist very long, which the Windwall does. I understand that this ability is one of things that makes a melee carry/skirmisher, but it's way too non-interactive and lasts too long. How do you counterplay a Yasuo that casts Wind Wall and sits on it for 3.75 seconds, in a situation where you're forced to fight otherwise you die? Sure, there's room for interaction by quick flashing behind the wall and etc, but still, this space for interaction isn't the size that should be; and when you stack everything together: the Wind Wall, the tornado, the E, the room for counterplay becomes almost 0. That's why removing some reliability from the Wind Wall is important to don't make Yasuo a one side champion.
- E - Now have 5 charges. Hitting a champion with the tornado recovers all charges. As long you hit people with the tornado, this change will be pretty unnoticeable. Yasuo gains another meter below his flow bar that tells how much charges he has. Can dash through the Windwall now.
Explanation: Yasuo's current E is very inconsistent, even though is his main defining skill. In some situations, it can be the absolute key to win a fight, sometimes it's almost useless. This inconsistency is due to the heavy dependence in targets, which are very situation-dependent. And is also one of the main reasons to dislike him. Yasuo abusing his mobility can be very annoying to practically every other champion and class alike: from ranged to melee. His mobility is essential when dealing with ranged champions, since you, as a melee champion, needs a way to easily get in range to trade with your ranged opponent. The problem is that, again, is a very one sided ability. How do you stop Yasuo from dashing besides the "kill" strategy? Even most of CC have a hard time (save when he's outnumbered by a lot) to catch him. There's no much you can do. That's why the proposed interaction. As Yasuo, you need to hit your tornado to keep dashing, otherwise you just wait the recharge time. A compensation for this reliability lose is that you can now dash through the Windwall; this decreases the dependence on targets, since now you have a guaranteed one, which makes more easy to reach targets that in other situations wouldn't be easy to reach, as well a small escape tool.
- R - New Passive: Crit Q ignores 25% bonus armor (mini ult buff as passive for the Q). The next flow (passive) shield after ulting now increases by 25% by each man you ulted. 1 man ult = 0% increment; 4 man ult = 75% increment. Cooldown GREATLY increased.
Explanation: Decrease in the dependence on the ult's buff to deal damage (bonus armor pen buff). This is a compensation to the decrease on knock up reliability (which leads to a less guaranteed ult). Increment on Yasuo's teamfight potential (if you're good enough to hit a lot of people the ult/tornado) in order to compensate the Windwall nerf. Cooldown increase to match the power that Yasuo can have when ulting. The passive helps the increase on the cooldown, since you will have less uptime, but the passive would cover this.
[DETAILED PROPOSED CHANGES (CHANGES IN BOLD TEXT)]:
---[Passive - Way of the Wanderer]--------------------------------------------------------------------------------
Intent: Yasuo gains double the critical strike chance from all sources but his basic attacks and Steel Tempest respectively deal 90% and 75% damage when critically striking.
Resolve: Yasuo generates a Flow stack for every [ 59 / 52 / 46 ] units he travels by any means except enemy forced displacement. At 「 100 stacks 」 and upon taking champion or monster damage, Yasuo consumes all Flow to shield himself for [ 100 - 510 ](based on level) for up to 2 seconds. Attacking a champion increases the amount of Flow generated in the next 3 seconds by 50%.
---[Q - Steel Tempest]--------------------------------------------------------------------------------------------------
TARGET RANGE: 475 / 900 CIRCULAR SLASH RADIUS: 375 STATIC COOLDOWN: [ 4 - 1.33 ] s (based on bonus attack speed*¹: Cooldown reduction capped at 67% at 111.5% bonus attack speed) PHYSICAL DAMAGE: [ 20 / 40 / 60 / 80 / 100 (+ 100% AD) ]
FIRST CAST - STEEL TEMPEST: After a 0.54 - 0.18 (based on bonus attack speed) seconds-delay, Yasuo thrusts his sword, dealing physical damage to all enemies in the target direction and granting Gathering Storm upon dealing damage.
Steel Tempest can critically strike for 75% (+ 0.75% × bonus critical strike damage) bonus damage and applies on-hit effects to the first target hit. Casting Steel Tempest while dashing with Sweeping Blade affects enemies around Yasuo instead.
SECOND CAST - STEEL WIND RISING: For the next 6 seconds, Yasuo can gain another Gathering Storm stack by hitting an enemy with Steel Tempest, empowering it for the same duration.
THIRD CAST - GATHERING STORM: Yasuo consumes all stacks to unleash a whirlwind that travels an increased distance in the target direction, dealing the same damage and knocking airborne all enemies hit. When cast during Sweeping Blade, Steel Tempest's third cast does not knocks up neither gain increased range or consume Gathering Storm stacks.
---[W - Wind Wall]-------------------------------------------------------------------------------------------------------
TARGET RANGE: 400 COOLDOWN: [ 24 / 22 / 20 / 18 / 16 ] s WALL WIDTH: [ 300 - 500 ] WIND STREAM RANGE : 400
ACTIVE: Yasuo creates a gust of wind in front of him that travels in the target direction over 0.25 seconds to form a wall in front of him. The wall lasts 0.75 seconds and slowly drifts forward. Both the gust of wind and the wall blocks all enemy projectiles except turret attacks. The first blocked champion or monster projectile increases the duration and width of the wall by 1.25 seconds and 100 units respectively. Secondary blocked projectiles increase the duration and width by 0.5 seconds and 25 units. The maximum duration and width are 4 seconds and 500 width. The cooldown of Wind Wall begins when the wall disappears.
Using Wind Wall creates a Wind Stream in front of Yasuo that lasts 5 seconds and can be used as a target for Sweeping Blade.
---[E - Sweeping Blade]-----------------------------------------------------------------------------------------------
TARGET RANGE: 475 STATIC COOLDOWN: [ 0.5 / 0.4 / 0.3 / 0.2 / 0.1 ] s ON-TARGET COOLDOWN: [ 10 / 9 / 8 / 7 / 6 ] s RECHARGE TIME: [ 9 / 8 / 7 / 6 / 5 ] s MAXIMUM CHARGES: 5 MAGIC DAMAGE: [ 60 / 70 / 80 / 90 / 100 ] (+ 20% bonus AD) (+ 60% AP) MAXIMUM MAGIC DAMAGE: [ 90 / 105 / 120 / 135 / 150 ] (+ 20% bonus AD) (+ 60% AP)
PASSIVE: Yasuo periodically stores a Sweeping Blade charge and can hold up to 5 charges at the same time. Sweeping Blade requires at least one charge to be cast. Yasuo can immediately recover the maximum amount of charges by hitting a champion with Steel Tempest’s Whirlwind. The current amount of Sweeping Blade charges that Yasuo holds is shown below his Flow bar.
ACTIVE: Yasuo dashes a fixed distance (speed scales with his bonus movement speed) in the target enemy’s direction, dealing magic damage. Yasuo cannot dash to the same target more than once every few seconds.
Each Sweeping Blade cast increases the next dash's base damage by 25% for 5 seconds, up to 50%.
Yasuo may cast Sweeping Blade on the Wind Stream created by Windwall, but it will not deal damage.
---[R - Last Breath]-----------------------------------------------------------------------------------------------------
TARGET RANGE: 1200 COOLDOWN: [ 100 / 80 / 60 ] s PHYSICAL DAMAGE: [ 200 / 300 / 400 ] (+ 150% bonus AD)
PASSIVE: Yasuo gains 25% bonus armor penetration when critically striking with Steel Tempest.
ACTIVE: Yasuo blinks to the visible airborne enemy champion nearest the cursor, instantly generating 100 Flow stacks but resetting Steel Tempest's. Upon arrival, he suspends all nearby airborne enemies for 1 second, dealing physical damage.
For the next 15 seconds, the passive bonus armor penetration is doubled and applies to basic attacks as well.
After casting Last Breath, the next Flow shield within 5 seconds is increased by 25% for each additional champion struck by Last Breath.
---Base stats------------------------------------------------------------------------------------------------------
Base Magic Resistance: increased from 30 to 32.1 | Base scaling Magic Resistance: increased from 0.5 to 1.25
[LIST OF """"""""""""""BUFFS""""""""""""" & """"""""""""""""NERFS"""""""""""""""]:
"""""""Buffs:"""""""" 1: Passive shield duration doubled, charges 50% faster while damaging champions. 2: Wind Wall creates a wind minion that you can dash with E. 3: Ult now has a small passive bonus armor pen buff for the Q; additionally, it also gives up to 2 times the base shield amount for the next shield proc in the last 5 seconds after ulting, based on the amount of champions hit by the ult. 4: MR scaling of a normal melee.
"""""""Nerfs:"""""""" 1: E+Q tornado no longer knocks up. 2: Wind Wall duration greatly decreased. Still can last longer than the current one if someone keeps attacking it though. 3: E is limited by 5 charges. 4: Ult cooldown greatly increased.
Keep in mind that each change have a different impact. Basic math may not work very fine in this situation.
Thanks for the attention !