My suggested changes for Yasuo

RainXBlade··1 votes·418 views

Hello everyone! I'm a bit new to posting something on the boards and while on my way to school, I thought of a no. of tweaks that could be done to Yasuo in the next patch or two. Bear in mind, these are my personal thoughts and I got inspired to do this from Trinimmortal's video of how he can balance Yasuo. I promise that in this post that even as a Yasuo main, I'll try not to be biased as much as possible.

https://www.youtube.com/watch?v=z6Un6dFhh4M

Ways/Suggestions to tweak Yasuo:

Passive: Way of the Wanderer: Resolve: (shield) The only thing I could say is possibly make the shield last longer by .5 seconds but reduce the shield size by 10-20 HP. Intent: (2X Crit Chance) Don't change this because this is what balances Yasuo and defines his character.

Q: Steel Tempest Q Cooldown - 4 seconds -> 5/4.75/4.50/4.25/4 seconds Damage: 20/40/60/80/100 (+100% AD) -> 30/60/90/120/150 (+75% AD) Explanation: Most of you know that Yasuo's Q has a static cooldown and it only scales with attack speed. What most of you don't know was that when he was newly released, the CD of his Q was 5 seconds scaling down to 4 as soon as you level it to level 5. Honestly, I think this should be put back because that game has changed enough to where this can be put back and that there are match ups where maxing E to duel and outrade is not viable. I also want the base damage to be increased but the scaling be decreased to offset the boost to the base damage. This is so that in matchups (like Swain or Malzahar), it's better to max Q than E.

Another thing is that I don't want Yasuo to simply abuse and snowball out of control by equipping Fervor of Battle to charge the Q's damage w/o leveling Q up. I personally prefer Warlord's because the life steal is really good on him and allows him to scale to late. So this tweak can and will impact people who use FoB on Yasuo. Trust me, even I get frustrated when I face a Yasuo with FoB

W: Wind Wall: "NEW" Passive: Dashing will generate 1%/2%/3%/4%/5% additional flow on top of the standard flow generation from dashing Duration: 4 seconds -> 3/3.25/3.50/3.75/4 Width: 300/350/400/450/500 units -> 200/250/300/350/400 units Explanation: Honestly, even as a Yasuo main, this skill is ridiculous. 4 seconds of down time for a ranged champion's burst or DPS is pretty huge. I honestly think this skill needs a tone-down so that you don't simply pop it out of nowhere and people will still fire at the wall or get completely zoned out. This will only target his early game and some of his late game

Another note to make is that back then, the passive of his W used to further increase Yasuo's flow generation by 3%/6%/9%/12%/15% when you leveled the ability up. Like I said about the change to his Q, the game has changed enough to where this passive can be put back on his kit, but under control.

E: Sweeping Blade Damage: 70/90/110/130/150 (+60% AP) -> 40/55/70/85/100 (+60% AP) Dash Speed increased Explanation: I want the concept that in some match up, maxing E is gonna be good, but not as good as it should be. I want the incentive for some Yasuo players to max Q if they wanna stay safe. Trust me, there will be match ups where maxing Q would be better. Also, with the change I made to his W above, this is so that when you max E, you max it for the mobility and the flow generation and not the damage that you can do.

R: Last Breath 50% Bonus Armor Pen (on critical strikes only) -> 10/20/30 Lethality (x1.5 for critical strikes) Cooldown: 80/55/30 seconds -> 90/60/30 seconds Lethality can be adjusted accordingly Explanation The nerf to his ult back in 6.18 made it so that you can't build Frozen Force and you have to build your crit before your other stats. The reason that I wanna tweak the ult like this is to make it so that Yasuo doesn't snowball with a crazy level of damage. Remember that Lethality works in such a way that your amount of Armor Pen is reduced towards targets who have a lower level than you but increases when you're against enemies above your level. This is to control the amount of snowballing Yasuo can do and since Lethality scales, this indirectly buffs his late game but controls his oppressive nature along the early and mid game.

So to summarize this wall of text, these tweaks that I suggested are to target Yasuo's early/game, to control the amount of snowballing and play making he can do and to actually make him more forgiving to play. Forgiving to where if he loses lane, he can stay relatively stay fine but not to the extent where he has to build Frozen Force just to make up for the lost early game. This is to also give incentive to Yasuo players to decide whether they want the higher damage and trading potential by maxing Q or more mobility and outplay potential by maxing E.

4 Comments

RainXBlade1 votes

P.S: Some of the changes I mentioned came from Trinimmortal are from him so kudos to him.

zacktootall1 votes

ok wall o text i wait for the dummies version

RainXBlade1 votes

{quoted}

ok wall o text i wait for the dummies version

C'mon man. I really worked hard on this. I don't like the way the community stereotypes Yasuo players and how much people hate him. People are willing to ban him because nobody want him to snowball on the enemy team or the Yasuo that you get will feed.

zacktootall1 votes

im one of those people who really doesn't have a problem with him. he is not ban worthy to me now things like shaco and syndra those are ban worthy do to the kind of buffs the have gotten or will get (cuz for some reason this game needs more true damage) but yasuo? he is annoying ill give you that but still much like a lot of other champs in this game tho unbalanced are not a major problem

More from Gameplay

More by RainXBlade