Remove Yasuo's double Crit; and here's why.
Before Tristana was reworked, there was a point where she and Kog'maw were at the top because their AS steroids worked best with critical hit items.
During that time,
and
had the crit chance they do now.
, without Crit chance runes, could have 100% using only those two items.
That meant he could go for full +Crit damage to undo the self-nerf he has, with no downside.
He was very powerful, despite the fact this was right after his second round of nerfs.
Now, Riot didn't like Tris and Kog, so they nerfed these items, removing some crit chance.
then could only have 80% crit with both vs. previously having 60% or 50% with just one. He needed another item or to forego crit damage runes for crit chance ones. We saw decrease in his play and power even though champions he counters were being played more often.
What happened now?
They undid the nerfs to
and
, and added critical strike chance to a lot more items, so he not only gets 100% with only two, but can get that with only two and he has a very large selection compared to before.
His healing was an issue already, since he could build lifesteal off of critical strikes. The Keystone mastery only made it so he has a little healling earlier on.
The main issue is that they completely ignored him when reworking the items.
**They should have removed the doubled critical strike chance passive BEFORE his release, or even shortly after. He'd be okay to play against if his kit didn't take such big hits in every area in order to keep the gimmicky passive intact. **
EDIT IMPORTANT:** That is, if they were to remove that passive, I want them to revert the changes to his other abilities (besides the ultimate going from 50% to 50% bonus). That, with absolutely no other form of buffing, would make him fair. **
It's also implied that they'd remove the passive self-nerf to crits as well.
_TL;DR: ALL FOUR of Yasuo's abilities were nerfed to keep his gimmick passive. Remove the passive, undo those nerfs and he'd be a fine champion. A little risky, but that's what you get when you pick someone with a higher difficulty. _
Edit 2: For those of you who don't know what happened to Yasuo from release until now in order to keep his passive without him still able to 1v5, here's a list of the changes I want reverted in correlation with removing the critical hit related part of his passive (both the doubled and the 10% reduction on AA+25% reduction on Q)
**Q: Cooldown Capped at 1.33 seconds. Additionall attack speed no longer reduces the cooldown past this number. ** This was so much more fun when he could have a .5 second cooldown, and I'd give up the Q's ability to crit entirely if I could have this back. W: No longer passively grants flow when E is used. Basically, they were making it so his abilities had more self interaction than anyone else. They removed this because he was getting a shield back too often for someone with guaranteed crits. Removing that risk-free damage increase would require he get the shield back. (though that's broken by one auto attack anyway, so unless you're Vlad or Swain, you have the burst to kill him after you AA) **E: Damage multiplier reduced from +100% after 4 dashes to +50% after 2. (technically the damage at 2 was completely unchanged, it just couldn't get any higher.) AP ratio reduced from 100%(maybe 80? I forget) to 60% ** Can you believe people were actually complaining that he was using his E to poke and damage too much? It's a little funny. Bringing this back would require him to dash beforehand in order to have the damage for an all-out (so he'd have no means of escape for the next 5 seconds besides flash). The reduced AP ratio also wouldn't need to stay, since _Trinity Force no longer gives AP. _ R: Range reduced. Damage slightly reduced. Ah, the good 'ole days when you could have an Alistar bot and a Cho top, then just walk to mid-River and R in. I miss that. It made for some great opportunities (also lead to some horrible mistakes, R'ing in when the enemy had our guys outnumbered). I don't particularly care about the damage, and the _penetration change should remain as-is for itemization purposes. _
Edited again: The reason for the gimmick: At release, Yasuo was the only champion in the game who had any sort of interaction with critical strike chance besides simply having 200% damage autos and an ability that could crit.
That is no longer needed, thanks to the changes made to Ashe, Graves, and Caitlin. His core identity is not good as the doubled crit. It's enough that he has ranged AOE ability that works exactly the same as an auto attack in terms of every on-hit besides blinds.
**FINAL EDIT: ** Just as a side note, I think removing the Q's cooldown cap ALONE could make up for the removal of the crit: .5 is almost 1/3 the cooldown cap right now. That means 3 times the Qs. That means a knockup 3 times as often. That means his CC is tripled. He may lose a little mid-game damage, but he'd gain a TON of late-game sustain+ability to help allies who need kills more than him, instead of having ONLY damage to get people assists and steal all the kills; how it is right now.
Kalista Seal of Approval