Remove Yasuo's double Crit; and here's why.

The Ecdysiast··92 votes·8,161 views

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, item 3031 and item 3087 had the crit chance they do now. Yasuo , 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.

Yasuo 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 item 3031 and item 3087, 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.

183 Comments

HaIlMonitor21 votes

If they removed his double crit wouldn't they have to increase his scaling and or base damage? It kind of is a major part of his damage output so it would be like making an ADC only have 50% scaling on attack damage for auto attacks.

NineTailedMystic1 votes

[deleted]

Narasimha27 votes

No. Just trust me. You don't want higher bases at all. That's how you create a monster of laning. It's EXACTLY the same reason why Zed has his W's passive, so that the power isn't in his bases.

IcyPepper2 votes

You're telling me.

Of all the complaints Zed has had, the W passive is probably the least complained about because of that. It helps that it's usually his last ability leveled.

That's how you make good secondary passives, gating a champion early while giving them power later.

Zeurth4 votes

Naw. Everyone wants to cry about Yasuo so let them remove the double crit. I'll still reach 100% crit and if they give us higher base AD, oh man. Trinity steraks gage tank for dayz.

The Ecdysiast1 votes

No, I think that they could leave bases the same but revert the other abilities to their original states. Added flow on W, 100% damage on E.

AceBlack3 votes

Oh sure, let's give him back two mediocre sized buffs as compensation for effectively removing him from the game.

While we're at it, let's make Tristana's Q only give 10% attack speed increase at max level. In exchange, we'll increase the AP ratio on Triatana's E and Q.

The fact that you have upvotes is the reason why Riot doesn't listen to these boards for balance.

The Ecdysiast2 votes

Two? Two. TWO.

Listen here son, I said ALL the other changes.

Remove the 1.33s CDR cap on his Q, give back the flow increase from his W, make his E quadruple damage again, give him back his ulimat's long range.

You haven't played Yasuo long enough if you think he only got two nerfs.

AceBlack2 votes

It could be two or it could be twenty. That doesn't justify removing an ADC's ability to ADC. I know Yas has received a number of nerfs on par with Irelia. Yet you want to nerf him more.

Let's have Tristana get all her nerfs reverted. In exchange, just remove her passive and her Q. Yeah. Just remove them.

Let's revert the nerfs to MF. Oh yeah, but we'll remove her W and her Ult. She'll be totatally balanced that way.

You see the problem?

Valexfor3 votes

The problem is: Yasuo has strong base damages AND good scaling, that passive just gives him free damage he doesn't need to be played. Reverting the nerfs:

  1. Passive: The 10% damage penalty now applies to Statikk Shiv;
  2. R: Range reduced to 1200 from 1300;
  3. W: No longer passively grants bonus Flow from dashing from bonus flow generated on Sweeping Strike 4 / 8 / 12 / 16 / 20%;
  4. Passive: Flow generation reduced at early ranks to per 59 / 52 / 46 units travelled from 1% per 40 units;
  5. Passive: Shield strength reduced to 「 100 – 510 」 from 60 – 690;
  6. Passive: Shield duration reduced to 1 second from 2;
  7. E: Bonus damage cap reduced to 50% at 2 stacks from 100% at 4 stacks;
  8. Q: Minimum cast time increased to 0.18 seconds from 0.13;
  9. Cooldown reduction from attack speed reduced;
  10. Stats: Base health lowered to 462 from 512;
  11. Stats: Base movement speed lowered to 345 from 350;

These are the nerfs (live vs on creation) he received throughout his life. All these nerfs are just for mantaining double crits, if he had to lose double crits, he would still be incredibly strong and playable if these were to be reverted since he would have:

  1. MORE shield INCREDIBLY MORE often and for LONGER;
  2. 50% more stack damage on E;
  3. MORE Q;
  4. 10% more damage on statikk;
  5. MORE health;
  6. MORE MS;

If he's not viable with all these buffs and needs double crit to work, his design is just that POOR and he's just so UNBALANCED that he SHOULD NOT be in the game.

So the removal of his double crit is indeed balanced out more than enough if these nerfs were to be reverted, maybe some SMALL buffs would help people at "learning him again", but he would be balanced and totally viable. Remember: if a chap needs so many nerfs to be balanced because he's got some strange mechanic in his kit, usually removing that mechanic and reverting the nerfs isn't guttig him, but giving him a balanced spot, which Yasuo lacks at his core.

AceBlack4 votes

"Strong base damages?" Hardly.

http://leagueoflegends.wikia.com/wiki/List_of_champions%27_attack_damage

He's not bottom of the barrel, but he's not anywhere near the top. He's almost smack-dab in the middle of the list. Number 81 on base dmg @ lv 1. Number 63 on base dmg @ lv 18.

Yasuo's role is to do damage. Something he shares with Trynd, Fiora, Yi as a class called "Melee ADCs". And you want to remove his only steroid. No, it does not matter if you give him 50% more damage on his mobility skill (that's like giving corki 50% more damage on his non-delivery W), no it does not matter if you give him 10% more damage on shiv.

If a DPS class cannot do DPS, they are worthless.

Valexfor2 votes

Yasuo's q: PHYSICAL DAMAGE: 20 / 40 / 60 / 80 / 100 (+ 100% AD) COOLDOWN: 4, with that CD and it's sinergy with as + ad his damage is pretty strong. Base damage doesn't just mean base ad, but the literal damage output he has without items. Xin Zhao has High base damage and he's got only 3 ad more than Yasuo, why? because his q actually scales [100% total ad + 20% bonus ad + flat damage] and without items/runes/masteries that's 58 + 15 per hit so 73 x 3 on a 9 sec cd and goes on cd After either all strikes are done or 5 seconds have passed since his las aa and with a base as of 0.672 he will need almost 2 sec at level 1 to actually do the full combo so 73 x 3 every 11 seconds. Yasuo has 75 damage every 4 seconds on a single hit with his q so his damage doesn't come from sticking to an enemy unlike Xin so under perfect circumstances with only q damage Xin will do 219 damage every 11 sec while Yasuo wil do 225 in 12 sec at level 1. But let's see a skill that calculates damage exactly like Yasuo's q, Irelia's q [100% total ad + 20] (Irelia 62 base ad) 82 and can cast it every 14 sec at level 1, only 7 damage more than Yasuo with 10 sec more on cast, so under perfect circumstances, only with q Irelia does: 82 every 14 sec, Yasuo does 300 every 15 and Irelia is considered to have High base damage. If you want to throw in some aa: Yasuo as 0.658, Xin as 0.672, Irelias as 0.665 so Yasuo does MORE than Xin and Irelia in a head-on fight, but since he's got less health (withouth counting the shield) he would still lose if not shielded. They are all melee carries (Yes fighters are all melee carries) so I'm not talking about other classes. As you can see Yasuo has good level 1 (and so base) damage. I did never talk about ad in the first place, but I wanted to show you numbers that actually say I'm right, and if you're not confident about these number, when they all get the first power spike (level 3) Yasuo has his mobility and more range on his damage source, so he can poke them while not taking damage and block the eventual unfortunate damage of their gap closer with passive. Also Yasuo has something most melee carries don't have: mobility, a strong shield and a wall that blocks every projectile. So he's considered a melee carry (fighter), but he's actually an Assassin, and assassin Yasuo is always better than fighter Yasuo, like Jax is built like an assassin (so full damage) but plays like a fighter. Why assassin Yasuo is better? He is just too safe to bother building anything tanky when you can just 100-0 the whole enemy team.

Removing double crit would make Yasuo more Q dependant for his damage, and that's actually good, since he won't be able to q creeps then e + q on you for half of your HP without any counterplay. This way he would have to use his e 3 times before coming to you if he wants to do some damage and he would still not chunk your healt by half with a non-counterable combo. That said: with better shield (stronger, easier to charge thanks to w extra flow on e and better base flow generation and that lasts longer) lower q cd, more health and more MS he would be able to engage, do his thing and disengage with minimal loss for him, and when the enemy is kinda low do his full combo, ult and kill you, but it would be fair since you would have time to actually heal back or you could try to fight back while he goes all in on you, it would be player's skills vs player's skills, not player's skill vs player's skill + totally unfair double crit shit, that most times than not is the only reason Yasuo players win trades, by sheer, dumb crits for which they actually pay nothing in exchange.

If you are still not convinced that Yasuo is strong even without double crit after all that math and explanations, then: "Way of the Wanderer's critical strike damage penalty with Steel Tempest is 25% instead of 10%, and applies only to the AD portion of the damage. With 100% critical damage (base), the bonus damage equates to simply 50% AD (200% × 0.75); with 150% critical damage (Base + Infinity Edge item.png Infinity Edge), the bonus damage equates to 87.5% AD (250% × 0.75)" As you can see he would still not lose too much damage on his q without losing his double crit.

After the double crit removal I would still give him some base ad buff (like 3-4) and maybe a bit of extra flat damage on q (maybe 10 per level), but he would still work, never said he should be gutted, I like his kit's concept actually, but I want him to be balanced and fun to play against since even when he's 0/6 once he gets statikk (and later IE) he starts winning no matter what.

KaisadiIIa4 votes

50% scaling on attack damage for auto attacks.

Kalista Kalista Seal of Approval

Alpharite14 votes

You can't halve a champion's damage output and call it a day.

And no, I don't fucking care how annoying/broken Yasuo is, you'd need some massive compensation buffs to make up for that.

Blissed4 votes

Taking the double crit away is literally just taking away 1 of his 2 passives. Heaven forbid Yasuo becomes balanced.

Narasimha1 votes

By this logic, Teemo should be nerfed.

He has, what, 4 passives by this point?

  1. Invisibility
  2. Attack speed after invisibility
  3. W
  4. E
Blissed1 votes

Except for the fact that Teemo doesn't need a nerf and doesn't do 100% extra damage with those abilities.

Hypochondria92 votes

It wouldn't halve his damage, it would reduce it by 25%.

Meserion11 votes

regardless, removing his double crit would be a good 1st step to balancing him, the fact his ult lets him basically ignore most armor + auto crits makes him hell to play against.

IronwallJackson10 votes

Removing his double crit actually makes him harder to balance. It's something I bring up often in these threads, but Yasuo's crit passive is there so that he doesn't have to devote his whole kit to damage and can instead buy two or three tank items. His defenses are absolutely awful, so if you remove his crit passive, he has to build more crit or attack damage and then he dies instantly in a teamfight.

And what does that lead to? Higher base values because then he can no longer function as a champion. That, in turn, leads to a pseudo bruiser with loads of mobility tearing the shit out of mid and top lane.

LadyRenly2 votes

devoting his whole kit to damage is a lot better than him having defences

Sinister Anubis2 votes

{quoted}

devoting his whole kit to damage is a lot better than him having defences

His only defense is his passive sheild and windwall he doesn't even have scaling mr like every champion in the game.

CatAndBookTails3 votes

his "only" defense? you know those 2 are enough to basically make over half the roster unavailble to him right? it's either point and click no traveltime burst (ala annie-malzahar) or no one.

TacoTheKitten10 votes

I honestly feel like Yasuo would be downright horrifying without the crit passive. Just imagine. To compensate, they buff his base damage. Ok. Now he can go with essentially a bruiser-ish build. So on top of being able to rush sustain with a bork, he can also now go trinity which makes his q do insane damage (remember that trinity yas is nerfed indirectly since he already has 100% crit chance), and after that he can just go full tank or whatever. With Shiv IE, he still usually needs some sustain, his sustain in lane is meh, and he can't really go tanky until lategame because he usually needs to build either more AS or lifesteal or both. I personally don't want to see a yasuo be able to build like shyvana or jax or lee sin... No thank you.

Chicken4dinner3 votes

He is also capable of getting mercurial scimitar midgame

Chicken4dinner7 votes

Seeing so many posts here saying "oh just nerf him, problem solved"

The weakest backups I have ever seen in an argument aswell with people using the current crit meta as justification to reduce his crit damage or upgrade awkward skills to get his crit power back.

Some people here don't even bring an argument http://i258.photobucket.com/albums/hh253/jimifunguzz/Shia-Labeouf-motivation-just-do-it.gif

Edit: Some evidence for those who don't scroll far enough down

{quoted}

Just make his critical do 20% less damage instead of 10% since he now get it easier

RyzeRework2 votes

what i don't understand is how a shiv agility cloak yasuo is suppose to do any damage? woo 100 percent crit he use to have 80 percent and almost crit every time regardless, still NOONE PICKS A COUNTER everyone keeps fucking playing ekko tf ahri into yasuo and wondering why there getting stomped play ryze play karthus play someone who wants yasuo to come to them has anyone try that? play heimer or xearth play annie theres a million fucking counters to yasuo pick 1 and stop bitching, and before u say "oh so because yasuos op i have to play a certian champion" YES THATS THE POINT every champion has a counter the problem is noone plays the counter matchup they just counter themselves get rekt and complaing

TurquoiseYoshi3 votes

Karthus? Xerath? Heimer? How the fuck are they going to do anything in that matchup?

There's a difference between being able to pick a counter into a matchup, and requiring you to pick a counter into a matchup. I could pick Gnar into Darius, but I could still win lane with someone melee if I'm better than the Darius. For Yasuo, you need to pick certain champions for you to beat him.

RyzeRework1 votes

xearth has long range farming and it doesnt count as a projectile so yasuo windwalls useless heimer because if yasuo tries to go into heimers turrets whats ganna happen? karthus because karthus does more damange when hes being engaged apon so if a yasuo is jumping on a karthus hes fked lol and lay waste goes through wind wall

TurquoiseYoshi1 votes

I suppose Xerath can survive Yasuo a bit better.

If Yasuo goes to Heimer's turrets, the turrets will go down because they're pretty low HP.

If Karthus hits a Q on Yasuo, the Yasuo is AFK. Sure, Karthus does more damage from close range, but Yasuo does far, far more.

RyzeRework1 votes

karthus q does 2x the damange with a around 1.5 second cd and has a pretty good range, i picked a darius mid lane and destroyed a yasuo made him useless. and it takes more then 1 dash to kill a heimer turret plus your ganna have 2 extra turrets hitting him

TurquoiseYoshi2 votes

Once again, if Karthus can hit his Q, Yasuo is AFK.

Yes, Darius is one of Yasuo's counters. He's normally not a mid laner, though.

One dash + Q should be able to knock it out. Those two have a low enough CD that you can take out 3 turrets in no time.

Ariel the Cruel2 votes

For Yasuo, you need to pick certain champions for you to survive him.

Fixed. I'm never concerned about beating a champ in lane. I'm content to go even. (as long as "even" isn't both champs being 15/15/0 by 10 minutes and becoming the only relevant players on each team).

RyzeRework1 votes

well if he counterpicks you and you lose lane thats why if you counter pick him and abuse it hes useless, theres always skill matchup with yasuo kinda like zed and riven even tho it favors zed and riven a little more

Ariel the Cruel2 votes

Counter pick is A) the least bearing balance matrix according to Riot. [matches/lanes should not be won/lost at champ select] B) only an option in draft pick.

Sinister Anubis5 votes

{quoted}

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, item 3031 and item 3087 had the crit chance they do now. Yasuo , 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.

Yasuo 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 item 3031 and item 3087, 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. **

If you remove yasuo crit you need to buff him hugely. Its such a valuble part of his kit its unreal. Not to mention he can't even ulti without getting knock ups which means he has to work for it. Basically you would need to Buff his HP regen his hp per level give him scaling mr which he does not have at all you would need to give him a steroid of some kind rather its damage attack speed or guaranteed crits. because as is he is super squishy and fails in team fights if he has to provide his own knock ups. So no i dont agree with this at all. Also he doesn't even scale with CDR he has to scale with attack speed to low the CD on Q he has to scale with Movement speed to lower the cd on his E his windwall is rediculous high CD and his ulti even off cd is not even used near as much as say malz ulti or annie or tryn or anyone else in the game.

Dalanin4 votes

Remove his double crit chance passive, but make his critical stikes do 50% more dmg and stacks additively with Infinity edge

Slamurai Jack3 votes

{quoted}

Remove his double crit chance passive, but make his critical stikes do 50% more dmg and stacks additively with Infinity edge

I don't think you realize just how enormous of a buff this would be.

SolusInCadere4 votes

YES. This

Lots of Yasuo trheards about, without any really good proposals. One person said that his tornado charge (the final Q that lets him knock up) should not stick around so long. I like that and this change.

Ultimately his double crit is such a hindrance to the champion. Every other ascept of him needs to be weak because he can get 100% crit chance. It seems funny to me that instead of saying: "wow, 100% crit chance is really strong, lets remove it" Riot said: "wow, 100% crit chance is really strong, lets remove everything else in his kit"

GG riot, GG

alfavhunter3 votes

How to properly change yas crit mechanic

No longer doubles critical strike

Crit damage reduction removed

Q -Critical strikes restore 20% of his flow per enemy champion hit

E now generate flow again

Yas wing wall CD is reduced by 1 second every time he crits an enemy champion

There

He gains survival and utility but loses damage early game and ends up with more damage late game due to the crit damage being full damage

He still builds crit for flow and wind wall as well as damage

This makes him scale better damage wise but takes longer to ramp up and gives him more ways to build flow and use windwall

Edit: at the same time these changes enforce his all in policy that his E currently has with enemy target only restrictions meaning he has a lot more survival and utility when fighting than when running

EcchiOtakuTM1 votes

They can just nerf his crit damage to -20% instead of -10% but I would wait until the next patch with yasuo nerfs comes in before suggesting that

Count Zubat2 votes

Yasuo won't be probably nerfed. Warlord's Bloodlust was hot fix nerfed, I don't think that there will be anymore changes intended to weaken Yasuo.

AntiSkillshot5 votes

[{quoted}](name=Lord of Iwul,realm=EUNE,application-id=3ErqAdtq,discussion-id=tXucApMj,comment-id=00010001,timestamp=2015-11-21T23:00:43.319+0000)

Yasuo won't be probably nerfed. Warlord's Bloodlust was hot fix nerfed, I don't think that there will be anymore changes intended to weaken Yasuo.

So, Riot's going to leave both Trynd and Yasuo in this manner? Is Riot even aware that those two champions are still a huge problem? If something isn't done with both of them (Warlord's Bloodlust is hardly the only problem when addressing those two champions), then they just completely ruined Teambuilder and blind modes.

Count Zubat2 votes

Well, they left Yasuo and Trynd like that for a long time already. I am hoping that Tryndamere will just get reworked sooner or later, I don't care how iconic his ultimate may or may not be, it must go away, along with cheese 35% lvl 1 crit chance.

And when it comes to Yasuo, I am also one of those who think that Yasuo's double crit passive should be at least weakened, or even straight up removed. The sheer power Yas get's from just Statikk + Cloak of Agility is insane. Imo, Yasuo getting those 2 items is one of the biggest power spikes in the game, his power just raises tremendously, and it's even worse if Yas gets an advantage.

Spizzle90002 votes

Yes, it's ridiculous how OP Yasuo is currently, but if they removed his double crit, then he would be the worst champion in the game. He is 100% reliant on his ability to crit with his autos and his Q, and if he doesn't have that, he does no damage which would make the fact he's melee even worse.

Personally, I don't believe his passive should be weakened, I just believe crits in general should be nerfed.

The Ecdysiast3 votes

You're not understanding entirely

At this stage, his crits deal 10% less and his crit Qs deal 25% less. If they weren't guaranteed crits, then he wouldn't need that self nerf. He'd be rightfully riskier with the same reward.

Spizzle90002 votes

True, I suppose. But we cannot just entirely remove his double crit because otherwise he would be total trash. I personally think crits as a whole should be nerfed so that way ADCs need to do more than right click for kills and so Yasuo doesn't have more sustain than a god damn Vladimir.

Anidan2 votes

If you nerf crits, you have to nerf tank durability..

Ariel the Cruel2 votes

I'm not entirely against this. But nerfing crits isn't really the answer. The problem with Crits is the RNG element. But Crits are effective as a late game damage amp.

Unfortunately Riot's solution to the RNG problem is to give everyone that builds AD at least some crit chance. And everyone that builds crit, full amounts in mid game.

{face palm}

Pierce The Veal1 votes

Yasuo would actually be a more balanced champion if they reverted all his nerfs but removed his double crit chance.

I never did like the double crit chance, as the thing about crit chance is that buying more has diminished returns (because it psuedo random), but it's still power.

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