[{quoted}](name=Child M0lester,realm=EUNE,application-id=3ErqAdtq,discussion-id=udVx1pA7,comment-id=,timestamp=2016-12-18T22:22:31.920+0000)
Make this "skirmisher" to work in teamfights,build his tornado,dash through enemies,aim his tornado or get up close like he is intended to do
And not just press R when an ally does all the job
There's plenty of things on Yasuo that could be gutted. Its only a good thing that Yasuo's R is stuck on a 80 second CD for rank 1(and down by 25 seconds per rank to 30 seconds), but even though it requires a knock up to proc it, i feel like it definitely gets too much love, it has one of the lowest cooldowns for 'big' ultimates, outside of champions who use their ultimates as some kind of gimmick like how Blitzcrank doubles as more of a mini .5 second silence AoE and a wave clear assistance tool. But has a relatively strong AP scaling on top of damage burp (which is 60/40/20 CD and unlike Yasuo he intentionally builds early CDR because its on alot of his normal grab items).
Never the less i would say Yasuo's R is likely the only R in the game to have the highest CD reduction per rank since i outside of maybe 20 second ones, I don't recall many champions having CDs drop by 25 or more seconds per rank before CDR is applied. It only being a minor 'bonus' that he loses his Q tornado stacks when he uses his R, but it does not stop him from regaining them in 5 seconds or less since usually by the time team fighting starts he already likely covered more then enough attack speed gain to reduce his Q's 4 second CD to maybe around 2 seconds or even less.
This is not even accounting for the 'not so often used tricks' for 'normal' Yasuo players i go up against such as E'ing towards a enemy champion, then using Q while its empowered to spin slash them and knock them up in the process which you can proceed to use R right away. What makes this so scummy? He gets to pull off E's Damage, Q spin damage, the knock up and then immediately R's damage with it not being linked to skill shots. Because Q counts as a on hit effect, that means
gets to have some enhanced damage fun due to the Q effect (less somehow the 'first target hit' was a minion and not the champion) which due to the 1 second suspend plus Q spin, likely spell blade on
would of gotten 1.5 seconds to proc again for a 2nd enhanced damage auto right after the R.
So not only should he lose his ability to combo off of allies knock up, but his ability to use Q spin slash because his Q which already is a AoE hit and his E already gives him ample wave clear, the EQ combo is literally some silly move where Yasuo can hit a bunch of targets at once and then immediately R into it. Unless they want to lock Yasuo's R to only one target only, then it needs to seriously get its cool down upped and its reduction per rank reduced.
As i said in a previous forum quoting, Yasuo has so many mechanics that stack to what make his broken state and alot of them are just basically unique to him.
-He has double critical chance, even with reduced crit damage, its still double crit chance, outside of high stacking the rank of particular skills, which some champions can achieve basically double up or significantly amplified damage thru thar combos. Yasuo literally gets double crits right at the beginning, no scale up as he levels up, just plain double crits.
-He has a damage soaker that absorbs a fixed amount of damage he takes from the next attack that hits him(or can outright negate the damage), since it gets stronger per level and charges faster as he moves around whether thru his E or just plain map click walking, it means he has a powerful damage soaker which just like Malphite's own damage shield, it lets him have a oh shit meter to back off for a moment, except Yasuo can charge his quite fast just by moving around.
-His Q is LITERALLY the only ability i know of in League of Legends that gets to have less CD, by stacking a stat other then CD, which CD can still apply to him also meaning 4 seconds reduced by 66%= 1.36 seconds, then for silly'ness, if reduced again by 45% CDR, it becomes .612 seconds, meaning he can basically do 2 Qs in between every time he uses
at that point of just being silly.
-His Q is 100% AD scaling with a 20/40/60/80/100 bonus flat damage tacked on which altogether can crit and apply on hit effects, to say it simply, Yasuo's Q gets so much stuff just like how Fizz's Q, Vayne's Q, Draven's Q all get empowered hits(the latter two being able to crit since they are autos) and the only thing keeping his Q from being as ridiculous as Vayne's Q is the fact its a ability 'skill stab', not a auto attack, still can get even less CD then Vayne's Q, have no mana cost and the only thing Vayne gets is a extra % chunk of AD to work with.
-His W cancels out 'all' enemy projectiles, drifts slowly forward by 50 units directly on top of him for a whole 3.75 seconds right at rank 1, So yeah, basically Braum's shield except even more BS.
-E zoom around, Q combo it for bey'blade spin slash, go zoom zoom faster as you get more move speed, doesn't help the fact that Yasuo is pretty much the only champion who gets a single ability who is not locked out by cool down, gets extremely low cooldown and long as he has something he hasn't dashed thru yet he can continue to keep using it over and over again. Which outside of the fact he has to have something to dash towards, if Ahri's R did not have 3 snap shots whenever she Rs, she might as well call Yasuo ripping off her R and slapping it on himself as a basic ability. Oh plus he can dash over terrain so he innately has a no cooldown'less wall escape by just using jungle minions and a ward for vision to easily escape and do it multiple times in case an enemy flashed the wall to chase him.
-R Already said it, but sizable short cooldown, no mana cost tacked on it, drops CD by a LOT per rank and interesting fact: "40% CD at rank 3 R would grant Yasuo the ability to use R every 18 seconds, which for any ultimate that can do a sizable amount of damage, regardless of things like a 'knock up requirement', is pretty damn strong, which also means Yasuo could apply his R almost constantly with only a 3 second delay between each time he can 'apply it again', Because his R effect lasts 15 SECONDS."
-Altogether? His E lets him fixed range dash thru anything so he can wall terrain jump if savy enough, His high movement speed building standard design combined with his low Q cd can let him proc it in jungles too so he could easily run in fast so the 10 SECOND window to use his Q tornado or EQ spin tornado is not that much of a problem, easier too if he just Es right into the fight to jump straight into EQR combo. W will let him quickly pop it up soon as R finishes to negate any counter attack projectiles from the enemies while he runs away and his team mates can follow up, then he can just take a few seconds to do it again if the enemy team is walled up in a turret or base to prevent a all in Ace to be done immediately.
Originally i thought i could point out 9 gimmick/mechanics Yasuo had that let him be so ridiculous on levels because he gets to stack so many of these things, 'Terrain dashing over', apparently decided to show up as number 10 with a few others including how low of a CD his R gets both at rank 1 and rank 3.
[slayer-jinx-unamused]