Could we do something about the seemingly unnecessary bonus on Yasuo's Ult?

LatetotheRace··5 votes·850 views

Blinks to an Airborne enemy champion, dealing 200/300/400 (+150% bonus Attack Damage) physical damage and holding all Airborne enemies in the area in the air for an additional 1 second. "For 15 seconds, Yasuo gains 50% Bonus Armor Penetration." Who is this for exactly? He's supposed to be a fighter that can get to and destroy fighters. Why is he given the ability to contend with bruisers and juggernauts? Is his kit not specifically designed to fight and kill squishy high priority targets? Or is losing to bruisers/juggernauts too unbalanced?

What if Katarina Talon Akali Leblanc could murder tanks as fast as they kill squishies? (Without Kat resetting multiple times, and provided Akali builds assassin and not tank figher.) Wouldn't this become a serious problem?

I'm seriously confused to why Riot even gave him this little passive in the first place.

21 Comments

Apocalypsic3 votes

He's meant to fight everything. He's not an assassin.

LatetotheRace1 votes

Then take away his burst damage, by which I mean give him a new passive.

Sightless663 votes

I'm seriously confused to why Riot even gave him this little passive in the first place.

Well, I can explain the rationale behind it. The basic idea is that they didn't want him to only go after squishy targets. Most of our melee carries basically serve as pseudo-assassins, and they wanted Yasuo to do something different. They wanted to make it less reliable for him to do that when compared with assassins or assassin-like melee carries like Yi. By giving him a tool for going against tanks and bruisers, so that it could be made a bit harder for him to reliably reach a backline, and so that they could make him have slower burst when he reached it. It was intended as a mechanism to prevent him from being a pure assassin.

A difference between Yasuo and the assassins you mentioned is that they have less conditional, longer-ranged mobility, and they can deliver burst a lot quicker than he can without a setup. It makes them better at being opportunistic assassins than he is. They're significantly better at taking out someone who gets a bit separated from the team, or for quickly jumping in and blowing up a quick target. (Note: I'm not saying this makes them better than Yasuo. I'm just saying it's one specific thing they can do more much reliably than he can).

Now, because Yasuo doesn't have the same access to the backline that they do, and because he doesn't have the same level of immediate burst they do, there has to be some allowance for him dealing with a frontline. The allowance they chose was armor penetration. It works better against bruisers and tanks, so it lets them give him some power against them in exchange for some additional squishy-killing power they could have thrown in.

Tying it to his ult also serves as a gate of his power at the start of fights, particularly if he's split pushing. Instead of being like a Master Yi or Trynd who has the means to just jump on someone and throw all of their potential damage out, he has to get a bit of setup first. It also makes dueling him as a bruiser a bit easier when he's alone. He won't have his full power at the start of a fight, and if you can dodge the knockup, he won't get access to that power, which should hopefully give you enough time to take him out. It was also a means of forcing him to use his ult at some point during a fight, even if he can't get to the backline with it. If he doesn't ult, the frontline has a very good chance of just walking through him, so he sometimes has to choose to take a non-ideal knockup so that he can fight instead of being able to just throw down with the frontline and saving the ult for backline access.

Now, none of this is to say that it's the best option, or that it is working as intended. You could make a good argument that his access to it is still too high given his ult cooldown and range, and the setup is too easy for the reward when he's with teammates that have knockups. I'm not making any defense or criticism of his current balance state: I'm just explaining Riot's initial design thoughts, and why they do make some sense given what they wanted from him.

Stars Shaper1 votes

Upvoted for constructiveness.

ZambieKillah2 votes

plz no buffing yasou he's op as can be when fed XD Thresh rip my main

LatetotheRace1 votes

I'm talking about removing one of his unnecessary mechanics, not buffing him.

ActivatingEMP2 votes

I think it's way overloaded and you can't counter build him whatsoever because of it

DarkRitual2 votes

health/armor is still a build against him. Oh, and you can QSS his knockup and dash/flash out of his ult.

LatetotheRace1 votes

So building item 3140 against a full AD champion is considered as counterplay? Health only goes so far when he hits consistent 800-1200 due to his cancerous build path. Quite honestly it's overloaded and unprecedented, there is no reason to give him the ability to kill tanks.

DarkRitual1 votes

It's not optimal counterplay, but it is absolutely an option. It's more important to learn how to PLAY against him, than it is to BUILD against him.

LatetotheRace1 votes

How to play against him changes from champion to champion, but if you're a melee top laner for instance, you are going to be hard pressed to farm your lane without cap'n dashy punishing you and dashing away. If Yasuo Wasn't able to fight tanks/bruisers his high mobility, high harass kit would make a lot more sense. In all reality though, Yasuo's kit is far too finicky and wonky to properly balance. He needs a few mechanics heavily altered to get him to a balanced state.

ActivatingEMP1 votes

{quoted}

health/armor is still a build against him. Oh, and you can QSS his knockup and dash/flash out of his ult.

You can't dash or flash once he ults?

DarkRitual1 votes

QSS removes the suspension. You're still stuck in midair, but any dash/blink will take you out of it.

ActivatingEMP1 votes

{quoted}

QSS removes the suspension. You're still stuck in midair, but any dash/blink will take you out of it.

But what if you can build QSS well?

Michael Bacon1 votes

It's so that tanks that build Randuins, Ninja Tabi and Thornmail don't render him completely useless. Remove that then watch his win rate drop from 49% to 46%.

LatetotheRace1 votes

Isn't that the point of building armor against fighters though? Not only that, but Rammus exists to kill AD fighters/burst.

Michael Bacon1 votes

{quoted}

Isn't that the point of building armor against fighters though? Not only that, but Rammus exists to kill AD fighters/burst.

That is the point but most melee carries have some sort of anti tank power. Master Yi's and Fiora's true damage, etc. Why pick Yasuo instead of either of those two if they can shred tanks but Yasuo can't even touch them?

LatetotheRace1 votes

Because Yasuo has a possible Group knockup and burst, more laning mobility and safer harass. That and Yi can't lane well. Yasuo is a lane fighter/assassin and he should lose to tanks and juggernauts.

Stars Shaper1 votes

Velkoz has true damage passive and range, what does he need CC for?

LatetotheRace1 votes

Too bad they nerfed him.

420 grams1 votes

Because his kit wasn't OP enough already

More from Gameplay

More by LatetotheRace