Why is Yasuo just now a major problem?

Elite4Runner··2 votes·854 views

Yasuo was released in December of 2013 and from what I have seen he has had no major reworks to his kit during this whole time.

What is it about him recently that has everyone complaining?

You can't tell me that he has been flying so low under the radar for over two and a half years and is just now reaching a point where he is so broken that people want him deleted.


Here is his complete patch history from

http://leagueoflegends.wikia.com/wiki/Yasuo/Background

V6.17

Last Breath.png Last Breath
    Bug Fix: Fixed a bug where Yasuo's first basic attack after Last Breath was delayed if it was a critical strike. 

V6.16

Sweeping Blade.png Sweeping Blade
    Bug Fix: Grasp of the Undying mastery 2016.png Grasp of the Undying's cooldown no longer refreshes when Yasuo attempts (and fails) to cast Sweeping Blade on a target he recently dashed through. 

V6.14

General
    Bug Fix: Fixed a bug where Yasuo could be locked out of his basic attack after casting Sweeping Blade.png Sweeping Blade or Last Breath.png Last Breath. 
Steel Tempest.png Steel Tempest
    Bug Fix: Fixed a bug where Steel Tempest wasn't always critically striking when Yasuo had 100% crit chance. 
Wind Wall.png Wind Wall
    Bug Fix: No longer fails to block projectiles in the instant it was cast, if cast at the same time Yasuo died. 
Sweeping Blade.png Sweeping Blade
    Bug Fix: Fixed a bug where Sweeping Blade could be chain-cast on multiple targets without cooldown or cast time if cast while knocked up. 

V6.2

Steel Tempest.png Steel Tempest
    Bug Fix: Fixed a bug where Yasuo Yasuo's third Steel Tempest.png Q (and Sweeping Blade.png E > Steel Tempest.png Q combo) could deal damage through spell shields in certain situations. 
Wind Wall.png Wind Wall
    Bug Fix: Now properly continues to blocking projectiles if Yasuo Yasuo dies. 

V6.1

Wind Wall.png Wind Wall
    Fixed a bug where certain targeted abilities (such as Twisted Fate Twisted Fate's Pick A Card.png Pick A Card) would pass through Wind Wall.png Wind Wall as it spawned. 

V5.14

Steel Tempest.png Steel Tempest
    Fixed a bug where the third cast wasn't applying on-hit effects. 

V5.8

Way of the Wanderer.png Way of the Wanderer
    Flow capacity increased to 「 100 – 510 」 from 「 60 – 470 」.
    Flow generation reduced at early ranks to per 59 / 52 / 46 units travelled from 46 at all levels. 

V4.21

Stats
    Movement speed increased to 345 from 340. 
Steel Tempest.png Steel Tempest
    Cooldown reduced to 4 seconds from 5 / 4.75 / 4.5 / 4.25 / 4 seconds at all ranks. 

V4.18

Stats
    Base health lowered to 462 from 512.
    Base movement speed lowered to 340 from 350. 

V4.17

Steel Tempest.png Steel Tempest
    Fixed a bug where Steel Tempest was put on a shorter cooldown if cast in conjunction with Sweeping Blade.png Sweeping Blade. 

V4.13

Way of the Wanderer.png Way of the Wanderer
    Shield duration reduced to 1 second from 1.5. 
Steel Tempest.png Steel Tempest
    Cooldown reduction from attack speed reduced.
    Minimum cast time increased to 0.18 seconds from 0.13.
        Attack speed needed to achieve minimum cast time unchanged (+114%, or +60% from items at level 18). 
    Fixed a bug where Steel Tempest's whirlwind was dealing instant damage in the area of a normal Steel Tempest cast as it was traveling out. 
Wind Wall.png Wind Wall
    No longer passively grants bonus Flow from dashing. 

V4.12

Sweeping Blade.png Sweeping Blade
    Fixed a bug where the ability sometimes didn't count as a spellcast. 

V4.11

Sweeping Blade.png Sweeping Blade
    Bonus damage cap reduced to 50% at 2 stacks from 100% at 4 stacks. 

V4.5

Base armor increased to 19 from 15. 

V4.3

Way of the Wanderer.png Way of the Wanderer
    Shield duration reduced to 1.5 seconds from 2.
    Shield strength reduced to 「 60 – 470 」 from 60 – 690. 

V4.2

Flow generation reduced to 1% per 46 units from 1% per 40 units.
Steel Tempest.png Steel Tempest
    Now displays a maximum range indicator while the third cast is available. 
Wind Wall.png Wind Wall
    Bonus flow generated on Sweeping Strike reduced to 3 / 6 / 9 / 12 / 15% from 4 / 8 / 12 / 16 / 20%. 
Last Breath.png Last Breath
    Range reduced to 1200 from 1300. 

V4.1

Way of the Wanderer.png Way of the Wanderer
    The 10% damage penalty now applies to Statikk Shiv item.png Statikk Shiv. 
Steel Tempest.png Steel Tempest
    Third cast is now automatically smart cast (as with the first and second cast).
    Improved reliability of the Sweeping Blade combo. 
Wind Wall.png Wind Wall
    No longer blocks friendly Dark Sphere.png Dark Spheres. 
Last Breath.png Last Breath
    Now grants maximum Flow on cast.
    Spell animation shortened by 0.1 seconds.
    Now less likely to follow target's using Flash.png Flash.
    Bug fix: The cooldown is now appropriate tracked for the purposes of spectator mode and the interface. 

V3.15

Added.

19 Comments

Treeofwar1 votes

its a bug right now people are saying

Elite4Runner1 votes

Even still, a large majority of adjustments to him have been bug fixes. The last buff he has received was a buff to his flow shield capacity.

Just about every other adjustment back to early season 4 have been nerfs.

zacktootall1 votes

wait wasn't his last change a big nerf i don't understand why people are still hating

Marshbouy1 votes

Damn Koreans are smart and figured out the bruiser yasuo build. Also a bug is giving him way higher damage

Calabok1 votes

cause HISAGI!

JavelinJoe1 votes

he always has been because of his W and his mobility and his massive shield

Elite4Runner1 votes

{quoted}

he always has been because of his W and his mobility and his massive shield

His W, a ground-targeted directional projectile shield that has a pretty long cooldown. Yes, it's cooldown can be reduced by level ranks, but it is usually the last thing anyone who plays Yasuo invests ranks into. It can also be reduced by CDR, but this ability and his ultimate are the only two parts of his kit that benefit from CDR, so most people only get CDR if other parts of the item provide a greater benefit to him. The increased width is negligible.

I'm assuming the "massive shield" you are referring to is his passive. He is unable to control when it is popped and the duration has been nerfed from 2 seconds, down to 1 second since his release. Beyond this, he has to build flow in order to be able to use it again. His mobility is great for helping to do this, but usually doesn't help more than once or twice in a fight.

His mobility is a huge part of his theme, so much so that crowd control is incredibly oppressive for him. He is designed to engage, damage, and disengage without taking damage. The fact that he is one of the few melee champions who has no form of built in sustain, bonus magic resistance, armor, damage reduction, or mechanically controllable shield to scale on anything other than level.

JavelinJoe1 votes

The fact that he is one of the few melee champions who has no form of built in sustain, bonus magic resistance, armor, damage reduction, or mechanically controllable shield to scale on anything other than level.

you mean like most other assassins? both Zed and Talon have just as much melee as he does without even a shield. Where Yasuo has it better is that he has stupidly easy 100% crit, free armor pen on his ult and for a decent time after it too, built in CC on his Q and Ult, a defensive wall that is arguably the best in the game, a shield that negates the first form of damage entirely, and a massive mobility ability on one of the shortest CD's in the game. But one of the biggest issues is that he can go full tank with just 1-2 actual offensive items and still be OP.

JustMonika132 votes

{quoted}

you mean like most other assassins? both Zed and Talon have just as much melee as he does without even a shield. Where Yasuo has it better is that he has stupidly easy 100% crit, free armor pen on his ult and for a decent time after it too, built in CC on his Q and Ult, a defensive wall that is arguably the best in the game, a shield that negates the first form of damage entirely, and a massive mobility ability on one of the shortest CD's in the game. But one of the biggest issues is that he can go full tank with just 1-2 actual offensive items and still be OP.

Yasuo isn't an assassin, he's a skirmisher. The difference between the two definitions, as stated by Statikk-- and I assume the team-- is that Assassins have high end burst that can instantly delete a squishy, but usually have to leave after one or two kills or risk being deleted themselves, while Skirmishers have more survivability and defensive tools in their kits in order to stay in a fight and often build some defensive items (even before the bruiser Yasuo meta, Yasuo usually built two defensive items of any kind as the last two if he weren't confident and the game wasn't a complete stomp. Check out Red's collab with ArKaDaTa on Yasuo builds from a few months back and in the "Standard Mid" section of the video, you can see this) and don't have the decisive "bye bye" burst in a team fight but instead get to deal damage to anything in their path, be it high priority squishies or tanks that try to retaliate.

TL;DR? The difference is between burst damage meant for squishy targets and sustained damage meant for anything and everything (which looks like burst damage on squishy targets regardless because they're made of paper anyways).

JavelinJoe1 votes

Ah, I have always thought Yasuo to be an assassin due to his damage output, and it was what he was originally labeled as I think. (Might also be because I tend to play ADC and get nuked a lot). But yeah his crit passive is very OP when just item 3087 (or thisitem 3046 ) and item 1018 give him 100% around 15 minutes or sooner.

Elite4Runner1 votes

Not like most other assassins. I'm not talking about assassins, I'm talking about melee champions, period. You mentioned pretty much the only other two. (there might be another that I can't think of)

Both Zed and Talon have significantly more reliable poke than Yasuo. Yasuo has to successfully stack his Q in order to have access to his ranged Q, which isn't necessarily difficult, but the others simply have to wait for cooldowns. I agree the 100% crit is a little ridiculous. I even think that his passive should be lower, maybe 1.3 x critical strike chance, and scale up to 2 x critical strike chance by level. I really don't see his armor pen being all that significant to his overwhelming power. That is really just something that fighter/assassins utilize. Again, his cc requires mechanical stacking. His wind wall is actually pretty easy to work around by baiting out. Actually, I have seen many Yasuo players who seem to almost completely forget to use their Wind Wall. As I said in the same comment that you are quoting, his mobility is his theme. It is limited by range and by a per-target cooldown.

IcyPepper1 votes

>just now

Where have you been this entire season.

Have you not seen the boards.

Elite4Runner1 votes

{quoted}

>just now

Where have you been this entire season.

Have you not seen the boards.

He's almost been available for 3 years now, receiving mostly nerfs. How is "this season" so much more of a problem than he has been the previous two?

Miraweave1 votes

{quoted}

He's almost been available for 3 years now, receiving mostly nerfs. How is "this season" so much more of a problem than he has been the previous two?

He's been problematic in past seasons as well.

Çhåryzård1 votes

I think the problem is more top tank Yasuo building tank and still dealing out significant damage with his crit passive n such

Also just that he is played so much people get tired of facing him, he's an annoyance and when you face the same annoyance over and over...you start to get irritated

Elite4Runner1 votes

{quoted}

I think the problem is more top tank Yasuo building tank and still dealing out significant damage with his crit passive n such

Also just that he is played so much people get tired of facing him, he's an annoyance and when you face the same annoyance over and over...you start to get irritated

As I mentioned in a different comment, Yasuo is one of the few melee champions who has no form of built in sustain, bonus magic resistance, armor, damage reduction, or mechanically controllable shield to scale on anything other than level. This means that any of these things need to be gained through runes, masteries, buffs, or items. He is meant to be offensive so sustain is meant to come from life steal. However, gaining sustain only through this method still has a significantly higher risk than defensive options. Being designed to be an offensive champion means he has higher base damage stats, and that a small amount of offensive stats benefits him greatly. By investing more money in defensive stats, he is able to significantly decrease his risk and is rewarded by being able to survive long enough to stack up the decreased amount of damage available to him.

JustMonika131 votes

Yasuo has always been seen as an extremely annoying champion despite the numerous nerfs he has received, even in times when he is weak. Let alone when he's strong (aka, at the moment. Also when the original Warlords was around). The fact that he has such a dedicated fanbase that will play him no matter what his state doesn't help people get over their hatred for him.

At any rate, Yasuo's winrate has exploded due to a bug in the e > 3rd q melee > AA > Ult combo in which there's a second instance of assumed AA damage right after the first AA, when it's pretty impossible unless the Yasuo has a minimum of 2.0 AS.

His winrate has also been steadily rising BEFORE this patch due to his bruiser builds, which Riot plans on addressing some patch after the Worlds Patches (6.19 and above).

3K Zero1 votes

buffs, indirect buffs

3K Zero1 votes

also i hear triforce yasou is a thing now

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