Yasuo team composition is too opressive.
alone can be dealt with simply, but with a team comp full of knockups (mainly just
that draws my main attention,) can become unruly to try and deal with even if your team is ahead. At max rank Yasuo's CD on his ultimate is 30 seconds, followed by Malphite's ultimate at max rank with a cooldown of 100 seconds or less if Malphite built cooldown, can just 2 shot most squishy champions with complete safety. Yasuo's R hits for 400 + 150%AD, plus Malphite' R that hits for another 400 + 100%AP, you're looking at a dead enemy backline. Those who've played against it many times should know how devastating the combo is. Sometimes even feels like there's nothing you can do to catch the slippery samurai of death. Try to assassinate him? Someone uses a knockup followed by a Yasuo ult... aaaaaand dead. Now you have 30 seconds to work with to try and counterplay him before you get knocked up and ulted again. But enough of that rant. By increasing his late game cooldown on his ultimate may give opposing teams just enough breathing room to work with.
On a side note, Yasuo's passive and Q. He deals 90% crit damage per auto attack, and 75% crit damage per Q. Maybe his passive should be toned down a bit? Looking at the newer champion
, his overall crit damage is reduced to 75%, but he gets bonus movement speed per crit to balance it out. Okay, so what about everybody's favorite samurai? He practically does the same thing, but gets to deal more damage because he's melee?
also has superior mobility with his E that has practically no cooldown. I really don't know what to say to try and balance this guy. He's one of my favorite champions to play, but sometimes it feels unfair at times to just steamroll an enemy team with so little effort. Maybe by reducing both auto attacks and Q's to deal 80% crit damage, or maybe give his Q a new mechanic? Like Darius' Q, but the opposite way around. Enemies closer to Yasuo take more damage. Makes sense that getting stabbed all the way through with a katana hurts more than getting hit with just the tip. The third Q could deal more damage the further it travels, rewarding players hitting those max range tornadoes.
Next is
.... I don't really know what to say about that living mountain.... just oww... He gets to be a tank... that deals a ton of damage with an ult so fast you can't really react before it hits? Balanced somehow? Speaking of a tank that deals tons of damage....
? XD Nah, she get's hard cc'd to death and kited or knocked away from her tentacles after she ults by a
or
. (random tip for those who have a hard time against her) Sometimes she dies before her ultimate can even hit the ground. Besides my randomness there, possibly lower Malphite's damage, area that gets knocked up, or even give his ultimate a wind-up or some warning? It hits about as fast as a
and sometimes it can be hard to play against.
Maybe just rework Banshee's veil to absorb the next cc ability that hits instead of next spell would help? Let's be honest... it gets popped really easily before it gets to do its job of stopping that
Dazzle, or that
Charm.
Any other suggestions? Comments? I hope to see everyone's own criticism below if these things may need a tweak or two. :)