Stop increasing Yasuo's ultimate range! It's unhealthy

xJLx MCHammer··10 votes·553 views

JUST STOP RIOT!

What kind of lane phase are you trying to have people experience against Yasuo?

It's already frustrating to fight a Yasuo who has an ally jungler that can proc his ultimate easily. One of the most annoying thing is to see a Yasuo who is under his own turret be able to proc hi ultimate because someone like Gragas decides to E + R from 1 screen away.

Stop making Yasuo's ultimate be more reliant on others. You want him to proc his ultimate more often or easier? find another way

10 Comments

HalcyonDweller6 votes

Umm, what does an increased ultimate range do to laning phase? Most of laning is 1v1 so if he lands knockups he will already have been in range to use it. It very rarely affects anything in laning phase, and most of the time will not be useful until teamfights. The range increase on the ultimate has a lot more of an effect on late game because he can be much farther away from fights and still capitalize on knockups.

This was specifically a change Riot made to help Yasuo out without increasing his laning power.

I hate yasuo as much as the next guy, but this particular complaint seems kind of unfounded. No offense intended.

xJLx MCHammer1 votes

{quoted}

Umm, what does an increased ultimate range do to laning phase? Most of laning is 1v1 so if he lands knockups he will already have been in range to use it. It very rarely affects anything in laning phase, and most of the time will not be useful until teamfights. The range increase on the ultimate has a lot more of an effect on late game because he can be much farther away from fights and still capitalize on knockups.

This was specifically a change Riot made to help Yasuo out without increasing his laning power.

I hate yasuo as much as the next guy, but this particular complaint seems kind of unfounded. No offense intended.

Think of it this way...

If you're playing a Yasuo, even if he is ~1400 range (that's the same length as Xerath's max range Q), he can still proc his ultimate on you. It means you can't even outplay a champion by "staying away from them". You can be crapping on him in lane or in a 1v1 moment, and a long range displacement can trigger him to come to you from 1400 range.

It means that a champion like Yasuo who is being buff is getting more buffs to make him more reliant on other champions kit rather than his own. In extension, it means if he is losing a lane match up that he needs help with, the ultimate range means almost nothing unless he is relying on someone to proc it (IE LEE, Hec's E, Gragag R..etc).

If you are designing Yasuo to be reliant on some other champions kit, you are just making Yasuo buff in some cases. It's a horrible design design because it just makes the idiotically frustrating gameplay even more frustrating. Yasuo will have an easier time proc'ing his ultimate by a Hec running at me with his ghost + E (or Ornn using R) and do almost nothing if he has a jungler/ally like even/tranda/elise..etc.

Do you get it now? I'm on my phone and can't really make long post. But like i said, there are other ways of buffing him to make his ultimate more reliable without him relying more of people procing his ultimate while he stays further and further.

HalcyonDweller1 votes

I'm not going to waste time arguing about this. I disagree with you but I'm going to set that aside for now.

Would it help solve the problem you are frustrated with if Yasuo's ultimate started at it's old range at 6th level and only received the longer range when he ranks the ability up at higher levels?

It seems to me that this would get rid of the 'unfair' laning advantage while still preserving Riot's intended increase to teamfight utility for him.

Death by Glamour3 votes

Why does he still drop outside of tower aggro when it ends?

ReySolomon2 votes

ZZ.. I mean this will make people practice on dodging skillshots etc but it's gonna be hell in team fights.

SEKAI2 votes

{quoted}

ZZ.. I mean this will make people practice on dodging skillshots etc but it's gonna be hell in team fights.

Given his insane mobility in lane that he can be in your face no matter what you do constantly, with how the short CD of his Q, and the fact it's not even blocked by minions, his Q was never a question of skill match between trying to land and trying to dodge it but rather a matter of inevitability as long as the Yasuo player has any semblance of idea of what's going on; this is especially so if Yasuo's opponent is melee without mobility or range options. This is also why Yasuo has such a strong zoning power after 6, because the opponent is constantly at the threat of being OHK'ed, from an enemy that can pop in and out close vicinity of melee range of them indefinitely and whenever they please to land this skillshot; and even more frustration for strictly immobile melee opponents. Also, all of the projectile and poking dependent champs also get fucked in the ass too by the sheer virtue of Yasuo's other stuff, passive and W alone; so there's that as well.

Riot obviously didn't give a shit when they made this move; what a good idea, let's just make a champ known to be one of the most frustrating to play against overall on multiple fronts against a good portion of roster literally by default whenever they're in a good balance position, and instead of fixing his issues that he shares with old problematic champs like our good o' Urgod, let's just make the problem even bigger.

xPhantomDancerX1 votes

Yes riot, buff the already op champs but ignored the under power ones. Makes sense.

RoakeyDoakey362 votes

45% win rate is not op, in fact, it's the opposite.

xPhantomDancerX1 votes

Yes, an under power champ who gets frequently banned. Makes sense.

Sohleks1 votes

I just think it's silly that it lets him teleport a screen away.

Hasagi?

Just seems hacky imo. A bit longer than his Q-nado range seems like a rationale area. I always thought he should have to mouse cursor over to press R which would allow him to specify where to jump. Perhaps with a large area of forgiveness because sometimes knockup'd targets move fast. Doesn't add much real difficulty imo (except the range nerf)

Although... if one needs to add power to him ult range increase would be a little less harsh than something more direct.

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