Yasuo's kit is unhealthy. This is a basic fact. Having nearly unparalleled mobility in fights and during laning phase while also being able to zone enemies with a wall that can simultaneously be used defensively and aggressively is frustrating to play against. You basically need to find a way to CC a fed Yasuo and gang up on him to defeat him without him using you as a stepping stone to gut your carries. Yasuo does every assassin's job better where if he jumps an ADC alone, even if they are uber fed, he can 1v1 them and win no problem because of his wind wall.
Again, I readily admit that he's extremely annoying. However, how can Yasuo use his wall aggressively, may I ask? Besides the stealth Q animation cancel (which doesn't matter as either you can still hear when 3rd Q is up and/or see the tornado coming), I can't come up with any. CC goes for basically any Skirmisher, Assassin, and even Divers. Don't tell me you can't pick anyone with non-projectile CC in order to keep him under control in teamfights, or hell, wait for him to blow Windwall?
He can use it mid-dash. He can cancel animations. He can essentially out-run your abilities and combos because he can move so damn fast in everything he does. And even tanks are made quick work of him because no matter how much armor or HP you build, Yasuo will shred you.
Windwalling mid-dash stops the dash (which is a fixed distance). Tons of champions can cancel animation. Most famously there's Riven. Outrunning your abilities? What are you doing fighting him with a wave incoming/ already present? Building HP is the best choice for tanks going against Yasuo as his ult bonus is only against bonus armor (runes, items, masteries), but alas the meta demands resistances being built.
I'm sorry, but 100% crit chance has to come with a downside besides a SLIGHT damage reduction to crits. Nobody should hit late game DPS in two items.
It already does come with a downside of damage reduction to crits.
Is this your average Yasuo QQ thread? Until this point, yes. So, let me make this a productive discussion. What can we do to make this champion less frustrating to play against? Here are some suggestions:
Lezgo.
-Find a more interactive way for Yasuo to utilize critical strike chance. Simply giving him a free 2x multiplier on crit is basically encouraging stat-sticking design and the only way you can beat this is to kill him before he kills you by having more damage than him.
So make it into another Tryndamere passive? Or Ashe passive or Jhin passive, two of the strongest ADCs by the end of the season? Especially when Riot (supposedly) stated that they wanted to shy away from starting the game with any sort of crit chance. I've said this all throughout the "WAH 2x CRIT SO OP" statements... the mere fact that Yasuo is a melee champion that thrives in extended battles means he has to have some damage steriod, but still have defensive capabilities. (Stonewall008 made a great video on melee carries as a whole and why they usually fail by either being too strong/annoying/whatever or being too weak/useless/whatever, and any attempts at fixing end in failure. Of course, he touched on Yasuo (while arguing that he considers him more of a Spellblade))
So let's talk about Way of the Wanderer as a whole... Yasuo gets double crit chance at the cost of crit damage (-10% on AAs, -25% on Qs). He also has a shield that he builds by "wandering" that adsorbs a certain amount of damage and is not controllable. His payment for the shield? Being one of only two melees in the game without MR growth. Yasuo needs to build some defensive things just to survive. His MR doesn't grow, and his base Armor and Health are nothing special. He cannot afford wasting slot spaces on more than three offensive items (third offensive item usually being lifesteal or defensive hybrid item), especially against enemies that know what they are doing and/or if he isn't snowballing. His damage steroid is double crit (and ult armor shred). All other skirmishers have their own respective steroids, even Ekko, the most assassin-like skirmisher.
So giving him an "interactive" crit passive will need to most likely provide him with some sort of free crit at certain windows, and certainly need number buffs thanks to having to build more offensive items if double crit is removed and if in a rework it is decided that his build is still to be centered around crit.
-Make Yasuo's E animation slower or give it a higher cooldown to make his mobility meaningful. There are no other champions in the game that can throw away dashes like that and not suffer for it at all. (Yes, even Riven pays for usig her Q for running, such as losing her main damage combo)
Animation is already pretty slow. Move Speed makes the animation and cast time faster. I can concede to the removal of Move Speed = faster animation. Also Yasuo does suffer from throwing his dashes, he loses another possible dash for a fixed amount of time, especially in the laning phase after pushing lane (which again, is something his does simply by being Yasuo).
Also... have I mentioned that his dash is the only dash in the game that is completely stopped by all hard movement CC? Whereas all other dashes are only canceled by Airborne displacements, and with other hard CC (stuns, snares, involuntary movement), the coding is so that it waits until the dashes stops in order to place the CC into effect. And that he is perfectly vulnerable mid-dash. Git gud at landing skillshots.
-Turn windwall into something more strategic. Simply dropping a wall that stops ALL enemy projectiles basically invalidates almost every champion in the game from using a potent ability. It feels especially horrible when that champion relies on skillshots, like Ahri or Jhin. Watching all your efforts melt into a wall of wind sucks. I propose that wind wall should maybe be a quick-cast ability that briefly lets Yasuo slice an arc in front of him that moves forward from where he casted it, stopping smaller projectiles (Ezreal Q, Blitzcrank hook) and slowing bigger projectiles (Nami ult, Braum ultimate) as it moves through them. The cooldown will be long, but maybe there could be a charge system to make it more meaningful to use it. Right now it's such a feast-or-famine ability to use.
It already pretty much is? With a higher-than-most-normal-abilities cooldown (rightfully so), most champions will have their normal projectiles up before he has his windwall, stopping him from using it again in a certain window of time, where he will have to rely on his mobility to keep him safe in that time window. Don't throw your skillshots collectively as a team when the wall is out. Don't try to press on being offensive when he blocks something non-ult and take the wasted wall as a victory. Don't use your ults when it is certain he has WW up, unless it is to bait it out in prep for a more dangerous ult projectile.
"Slowing" ult projectiles certainly is an interesting idea, but it sounds like a nightmare to code and implement, even with current technology. Apparently, they wanted to try something with slicing an arc Kass style to intercept projectiles in said arc, but at the time of Yasuo's inception, the technology wasn't available. This idea is cool and I would love to see it; it's been 3 years, surely they could pull it off... hopefully.
OH! Topic of "OMG NORMAL ABILITY SCREWS ULT!!!1!"...
(on first projectile) Camille soon to invalidate movement ults for a short time. Any sort of hard ability CC + Silence canceling channel ults like Jhin and Kat. Learning to play around anything that can screw up an ultimate is vital to the game. Yasuo isn't the only champion that can screw up ults; plenty of other champions and even items can say fuck you to ultimate abilities and often times can do so towards more ults with a shorter Cooldown on the ability that does so
-Remove the ability to cancel important animations such as Q, E, windwall, or ult. Yasuo is a skirmisher, not an assassin. He should be dealing damage over time, not doing quick combos with little to no animation time.
I don't know why animation canceling still exists in the game. Apparently Riven mains fought tooth and nail for it. Animation canceling in general needs to go.
-Remove the safety that his ult gives him. Yasuo's ultimate has so much power it's ridiculous. First, it refreshes his passive shield. So his ultimate essentially minimizes the risk of ulting in the middle of a fight with multiple enemies. Second, it grants him 50% bonus armor penetration for quite a while. More stats, yay interaction. Third, it positions him as far away from a turret as possible when he ults an opponent under a turret, sometimes not even requiring Yasuo's mode to be IN THE ANIMATION SPACE. Holy crap, this is the stupidest one. You're hardly safe under your turret while he can dive you from right outside the radius. Some of that power needs to go.
I'm okay with the removal of "ult placing Yasuo out of tower if possible". It doesn't always happen like some people like to insist, but it does so often enough. It's too much either way.
Flow shield refresh stalls death, perfectly normal stuff again... he's to be in a middle of a fight. How good will a Yasuo be if he dies too fast without doing much? Ult 50% bonus armor pen is his only late-game tank kill power. No, having 100% crit doesn't improve your chance of shredding a late game tank. If it did, ADC's wouldn't have to buy Last Whisper in order to do so (inb4, QQing about the fact that Yasuo doesn't need to build it. //points towards "needs item slots for higher defensive power" talk above). Skirmishers are to kill anything in their way, including tanks. 50% bonus armor pen for critical strikes for 15 seconds is Yasuo's tool for doing so.
I'm open to any ideas. And to all the Yasuo mains out there, this means that your champion could get shiny new animations, so don't complain!
I point to the people QQing about Katarina and LB being "trash".