A Proposal for Yasuo Changes
Look, I may have hit my head on a wall one too many times to ever be considered actually "Good" at this game, or even "Okay," let alone a "Functioning Member of Society," but I think there's a lot of people who dislike Yasuo (As do I) for a variety of reasons. Personally, my biggest complaint is that he has no mana, so that's what starts out here.
So, my seven brain cells present: YASUO CHANGES.
Stats:
Mana at Lvl 1: 0 --> 260
Mana per Lvl: 0 --> 34
Mana at Lvl 18: 0 --> 838
Mana Regen/5 at Lvl 1: 0 --> 5.95
Mana Regen/5 per Lvl: 0 --> 0.65
Mana Regen/5 at Lvl 18: 0 --> 17
Q: Steel Tempest
Steel Tempest Range: 475 --> 375
Steel Wind Rising Range: 475 --> 380/410/440/470/500
Gathering Storm Range: 900 --> 700/750/800/850/900
Casting Delay: 0.4-0.133 seconds (based on bonus attack speed) --> 0.3 seconds
Mana Cost: 0 --> 25 Mana
W: Wind Wall
Projectile Blocking: Destroys all enemy projectiles that hit the wall --> Batters enemy projectiles that pass through the wall, slowing them by 30/35/40/45/50% and causing them to deal 30/40/50/60/70% less damage.
Mana Cost: 0 --> 50/55/60/65/70 Mana
Cooldown: 26/24/22/20/18 seconds --> 20/19/18/17/16 seconds
E: Sweeping Blade
Cooldown: 0.5/0.4/0.3/0.2/0.1 seconds, static --> 2/1.75/1.5/1.25/1 seconds, static
Target Cooldown: 10/9/8/7/6 seconds, static --> 4 seconds, static
Sweeping Blade Stacks: 25% base damage increase --> 15% total damage increase
Sweeping Blade Stack Cap: 50% base damage increase --> 45% total damage increase
Sweeping Blade Stack Duration: 5 seconds --> 3 seconds
Mana Cost: 0 --> 8/11/14/17/20 Mana
Ultimate: Last Breath Why Was This Here: Yasuo attempts to position himself away from towers --> ALWAYS blinks to the opposite side of the target Last Breath Buff: Yasuo's Critical Strikes gain 50% bonus armor penetration --> Yasuo's Critical Strikes do not deal reduced damage Last Breath buff Duration: 15 seconds --> 5/10/15 seconds Mana Cost: 0 --> 50/75/100 Mana Cooldown: 80/55/30 seconds --> 90/70/50 seconds
Now, I understand that those are a LOT of changes, mostly nerfs, and I want to clarify my thought process. My goal with this thought experiment (Because, realistically, why would RIOT ever take MY advice, I'm not a game designer nor am I on their balance team) is to make Yasuo's lane poor. While he still does have the defense of his Flow Shield, by losing so much range on all of his Q's early on, it's much more difficult for him to poke, but also to use Sweeping Blade as both his engage and disengage. Additionally, I think Wind Wall destroying projectiles is pretty insane, particularly when it doesn't cost mana, can destroy projectiles from behind, and due to it being absolutely massive, Yasuo can stand inside of it and be completely safe from all projectiles from all directions. With this change, the mass of the wall is actually okay since it doesn't destroy projectiles, but weakens them.
Additionally, I tried to challenge myself here by not doing anything to his damage, as I think it's mostly fine on it's own. The problem is he's supposed to be a late-game Hyper Carry, but he has parts and pieces that are supposed to ease him through the early game so he isn't a farm bot until he "comes online," but he has so many of those (Flow Shield, No Mana, 2 Crit Item Spike, Naturally High Armor, E Dash CD for Gank Escape) that he doesn't just survive the early game, he is simultaneously a lane bully, a level 6 all-in champion, a 2-Item Carry, AND a Hyper Carry. I just want Yasuo to have something exploitable, so he can't so freely push without taking his mana situation into serious consideration.
With him acquiring a mana bar, Yasuo's Flow bar would have to be restructured, as seeing that is important for his opponents. I think it should be a small indicator to the left of his health bar, a small blue orb that fills with his movement and turns white when his Flow is fully charged.
EDIT Changes to some things here:
Stats: Mana Regen/5 at Lvl 1: 5.95 --> 7.45 Mana Regen/5 at Lvl 18: 17 --> 18.5
Q: Steel Tempest Mana Cost: 25 --> 10/11/12/13/14
W: Wind Wall Cooldown: 20/19/18/17/16 seconds --> 15/14/13/12/11 seconds
E: Sweeping Blade Cooldown: 2/1.75/1.5/1.25/1 seconds --> 2/1.6/1.2/0.8/0.4, static, halved against minions (1/0.8/0.6/0.4/0.2) Target Cooldown: 4 seconds, static --> 10/9/8/7/6 seconds, static
lol. He will be able to E onto you constantly. much stickier especially early since he doesn't max E. Honestly this is one of the worse things you couldve buffed. If he is frustrating, this isnt fixing it.