Yasuo's crit % multiplier scaling over the game is a terrible idea; scale the damage penalty instead

MealReadytoEat·11/30/2015, 7:57:45 PM·9 votes·1,850 views

There's a common balancing suggestion on the forums to make Yasuo's crit doubling scale over the course of the game, such as times 1.25/1.5/1.75/2 at levels 1/6/11/16.

This would be absolutely terrible. The effect each item in his build provides would be shifting dramatically over the course of the game, with items built early to maximize his crit needing to be sold later in the game once they were no longer needed.

It'd destroy his gameplay pattern of quickly reaching 100% crit and saying goodbye to shitty RNG, something greatly appreciated by his playerbase, and in all honest the lack of RNG is appreciated when playing against him.

A much better option would be to scale his damage penalty on crits. It could be the same effect DPS wise, without destroying his identity or screwing with his itemization. His crits currently do 10% less damage, 180% AD instead of 200% AD. This could be easily scaled to change his power curve, and nonlinear scalings, similar to his shield, allow for very fine tunning.

Normal crits add 100% total AD damage, so crit chance doubling breaks even with a damage penalty at 50% total AD bonus damage, or 150% total AD per hit. Versus a 200% AD normal crit, that's a 25% damage penalty. At any point in the game it'd be very odd for crit to be worse for Yasuo than anyone else, so I'd say a 25% is the very max damage penalty he should ever have, and I'm not sure that is wholly appropriate.

To shift power from his early game to his late game, change the crit part of his passive to something along the lines of "Yasuo critical hit chance is doubled, but the bonus damage is reduced to 60/ 61/ 62/ 63/ 64/ 65/ 66/ 67/ 68/ 70/ 72/ 74/ 76/ 78/ 81/ 84/ 87/ 90 % (At levels 1-18)"

In this example, Yasuo's crits do 10% less damage at level 3, but 5.6% more at level 18. I'm not claiming that that would fix him; I'm not even sure he's overpowered at the moment. But under the assumption that Yasuo's current power curve is unhealthy due to him spiking to hard with early crit items, as posters on the boards often claim, having his crit damage scale is a much healthier mechanic than having his crit chance change.

It's unclear in the wording of his current damage penalty whether his crits hit for 180% or 190% AD, even though it pretty easy to test. If his passive isn't changed, at the very least his wording should be changed to something along the lines of "the bonus damage from crits is reduced to 80%."; This would be a very slight nerf to IE on him, 90% of 250% AD is 225% AD, while 100% + (80% x 150%) is 220% AD, but this only matches the current wording of IE of "Critical strike bonus damage is increased by 50%"

11 Comments

Axests11/30/2015, 9:48:25 PM4 votes

but his problem is his early to mid game not his late game. His power right now is he gets 100% crit too early

GfdY3D87gp11/30/2015, 9:44:16 PM3 votes

Or fire CertainlyT and have someone else redesign the entire kit. Not even sure how he has a job after all the negative community feedback he's gotten. Everything he touches makes people tilt and is the subject of a quarter of the forum posts.

Lerazzo11/30/2015, 8:34:18 PM1 votes

That definitily sounds more reasonable though I don't understand why you want to change the wording in a way that changes functionality. The main idea is nice though.

EcchiOtakuTM11/30/2015, 8:55:24 PM1 votes

Support

Slamurai Jack11/30/2015, 11:19:58 PM1 votes

Or, you can stop trying to nerf a 47% winrate champion. A baffling idea, I know, but maybe we should give it a shot. Yasuo's early-mid game is already extremely perilous and you want to nerf it more? http://imgur.com/wTnRsOL