I fixed yasuo and it was easy.
E: damage removed, cooldown adjusted to 4/3/2/1/.1
context - Yasuo was originally intended to be a late game beast tempered with a weak early game. These changes will significantly lower his early game kill potential, numbers not exact.
R: bonus armor penetration removed
context - Yasuo already does not have to itemize crit chance, now he will have more pressure to itemize armor pen.
E-Q interaction: Using yasuo q during e for the aoe well his nock up is available will no longer proc his nock up.
context - This should increase counter play and skill requirements for yasuo to hit his nockup, if you can't land the skill shot you are getting outplayed and shouldn't get a freebe with eq.
PASSIVE: yasuo q crit damage reduction down from 25% to 10%. Damage reduction possibley removed all together, pending pbe testing. Yasuo shield buffed values uncertain.
context - power in other parts of kit was reduced so this retarded damage reduction is now mostly gone. Shield should have an effect if it is present and this compensates slower charging with long e cd.
There are so many potential ways to push power and numbers around on his kit and fix him. I can not understand why riot doesn't try something on pbe. Just one other idea I had was making his q slightly skinner but with longer range, increasing the skill cap and counter play opportunities.
and other melee hyper-carries have.
you can actually get played without having a near-guarantee of loosing lane and getting counter-picked hard.
Because being reliant on getting gold from CS/kills without having any means of getting gold from CS/kills is a massive catch-22, especially in the competitive leagues where tiny advantages are quickly stacked together for a massive advantage: many teams pick all early/mid comps to end a game before late-game even happens.
There's a pretty significant difference between weak early, strong late and non-existent early, strong late. Because with no early, you never survive to late.