Personal thoughts on master yi and rework ideas for his kit
I think yi is a really unhealthy for the game in general, it is super frustrating to see him get a kill or 2 before 10 minutes, because he pretty much one shots every squishy target from that point on. If your comp doesnt contain hard cc then you are bound to loose, because he just clicks on you and you die, even tanks if they didnt get super fed from the start.
Best thing is of course his ability to transcend time and space and be completely untargetable, which resets every time he clicks on another target. I know it resets on kills, but there is not much difference if he kills only from his q, because he gets at least 1-2 free auto attacks after his q, which is pretty much a guaranteed kill on any adc or squishy other target. It is annoying, because there is absolutely nothing one can do to stop that. The items are all worthless because he conveniently does true damage on top of his extremly high base damage, which dominates the early and mid game if he is a bit ahead.
The most frustrating thing about yi is for me his playstyle. Other assassins who oneshot single targets quickly have to sneak up most of the time or surprise butts*x someone in order to instantly kill someone, with yi it is the complete opposite. He runs at you from the end of the lane with his ult and still outruns you. Being under the tower is not helping either after a certain point because of his q that makes him completely untargetable, which can easily be abused to avoid tower shots or get the turret aggro off of him. Then he clicks on you and you are gone.
I dont think that yi is op in general, if the team plays rather defensive and doesnt give him his 2-3 early kills, he is fine to play against, but if he gets ahead then he is ridiculously bullsh*t and leaves absolutely no room for counterplay through own SKILL, only through good matchups like picking for example rammus.
Here are my thoughts about what his abilitys could look like.
Passive: Something that doesnt give him 2 attacks with crit chance and apply on hit trigger bullshit. Something like a rengo passive could be nice, where he gets certain buffs for fullfilling conditions. For example, every 6 assists or kills, yi gets to upgrade one of his abilitys because he actually has to earn it. He slowly becomes a master wuju guy and isnt just one right off the bat.
Q: A quick dash with a hitbox like a thresh hook but with less range, stops at any minion/enemy and deals a set amount of damage, maybe a 3 hit combo to compensate for his double strike removal,stacking with ad of course. It could do bonus damage to jungle creeps, depending on how well he does in the jungle. The combo would look like a jayce w, where he gets max attack speed for a short amount of time.
Upgrade example: Can be used twice in a set time period and/or increases the hit combo to 4-5, which could make him less of an attack speed assassin and more of a bruiser, depending on the playstyle.
W:
Still channels and recovers health, gets a little bonus health if fully channeled, furthermore lets him avoid the next auto attack, ability or turret shot if he is attacked while meditating, the hp channel stops after he avoided one attack/spell.
No dmg reduction. Maybe a 0,5 sec delay for it to activate, depending on how strong it may be.
Upgrade example: regenerates mana as well and/or increases health regen further, blocks 2 instead of one attack etc.
E:
Passive: Charge up a little bar for moving around, kind of like an aurelion sol god-mode.
Active: Increases movespeed by a set amount, furthermore buffing his Q or next basic attack to cripple an enemy, reducing an enemy ms and as by a set amount.
Upgrade example: His next auto from his q or basic attack deals aoe damage, which applies the as and ms reduction to all enemys around yi.
R:
Passive: The next basic attack or q on a champion reduces damages from other sources (except the targeted champion) by 30-50% for a set period of time and maybe increases dmg on target, depending on how well it does.
Active: Reflects one skillshot. Say, an ashe arrow, jinx rocket, zoe q etc, just flings them back.
Needs a small delay and a tiny hitbox (not such bullshit like the yasuo wall), but i can see that being pretty cool, depending on certain matchups. (Could be op or could be balanced, who knows, i think its a cool thing, but would probably not make it into the game) Hopefully at some point they will remove more and more point and click to skillshots, which would make this more viable, if at some point, something like that were to exist.
Upgrade example: Increases duration for damage reduction. Resets Active when successfully reflecting abilitys. (Can only be upgraded as the last ability)
I personally think that this would be a cool kit for yi, because 1., he would need more skill to play because he is actually targetable, and 2., allows him to be played as a bruiser, more then an hyper assassin. He could play around the cleaver and shred the armor of tanks through his q, while also tanking some damage through his ult damage reduction or go straight for the backline, depending on the situation.
Leave some comments about what you would change about his kit and/or what you like/dont like about my ideas. I worked hard on this idea and would be grateful for any kind of constructive comments.