I'm gonna complain about Yasuo for a bit.
Thematically, I think Yasuo's pretty cool, but that's where my love of him ends. In fact, I've come to consider Yasuo mains scum of the earth and want nothing to do with him. Let's go through his kit and see exactly why I think so.
First, his passive. Not only is he a resourceless champion, but he also gets double crit chance and a shield!? The crit chance thing alone is now extremely op, considering how he can just build
and have 250% basic attack damage as well as healing 15% of that (I'm not gonna say nerf that mastery because it really is helpful in a pinch early game and rewarding of the 4/6 items build late game on ADCs) per hit. I honestly don't think this plays into him thematically at all, so there isn't any reason to keep it (I mean, we keep Veigar's q, but nerf it, because of his whole gotta-prove-how-evil-I-am business). The shield is fine, but it shouldn't just go off of any motion, considering he has 3 dashes he can just chain to regain it after getting hit. Perhaps, instead, making it so that it only builds on walking, making him work for it.
Also, force him to use mana. He has the damage and the sustain to merit it, but no, for some reason we choose not to.
Now, I'm gonna go off about his R. Yes, it is cool, but it just does too much for too little. Yay, they have to be knocked up to take damage and be completely immobilized, but Yasuo himself needs to only press the button. After all, it works on any knockup, no matter how small:
(I'm not sure if it works with pushes/pulls such as
)
Now, now, I know it's not the only skill a champion has that works with the abilities of others, such as
with most any cc or
with
(and maybe Gromp buff and
, unsure there), but Talon, though I'm not fast to defend him, only does it with attacks that occur while the effect is in place and Cass only uses a single ability with a small pool of champions. Plus, neither of those are the suppress and uninterruptable damage that Yasuo ult brings. Do a few of the following: make it only hit people knocked up by his ablities, lower its damage, lower its cast radius, allow it to be interrupted (though it does ruin it a bit thematically), or increase its cooldown (and if you go without the first, PLEASE lower his difficulty rating, considering how easy it is to have a team with at least one other person with a knock up and how pressing a button in the vicinity of such an event is not hard). Also, if you give him mana, you can have it have a sort of refresh effect (not a full one) on a kill.
Now, his e. I honestly think this is a more reasonable ability of his, perhaps lowering the distance, the number, and/or the speed of the dashes. I really like the q interaction on this one though. Though, the passive interaction is a little strong. As well, on mana, it should probably cost a little per dash and maybe have a time limit on using all the dashes before going on cooldown.
Oh dear god, his w. Blocking any projectile that comes his way is extremely op. Things it should not block are things thrown over it, such as Syndra's balls with her w and Zilean's q, or things that go under it, such as Braum r, Rek'Sai q, or Malphite q. As well, I think that it shouldn't erase things that it does block, instead, perhaps only slowing their missile speeds by a scaling amount. This would allow for much more strategy, such as forcing the player to dodge the incoming Jinx r instead of leaving her to cry about it or to give time for Soraka to fully heal you before that Veigar r lands.
Lastly, his q. I'm honestly just thinking that it shouldn't crit or deal on-hit effects with the tornado, maybe increasing in size on would-be crits to make up for my suggested changes to his r.
So tell me what you think about these suggestions, hope you liked them!
,
,
, etc) will always be snowbally, and I suppose Riot makes these to incentivise aggressive play. Again, I don't know whether it's a positive or negative trait, but it's admittedly troublesome for those on the opposing team.