HOW TO FIX YASUO

Sanghelios·5/19/2019, 1:26:22 PM·10 votes·4,904 views

I'm going to keep this short.

The problem:

  • Windwall
  • Passive shielding
  • Riot's refusal to address the above issues causing Yasuo to be an extremely frustrating coinflip champion that nobody wants to deal with (not even Yasuo mains, I quit playing Yasuo long ago despite half a million mastery)

How to fix:

  • Windwall duration down to 1 second or 1.5 seconds, Windwall expansion removed, spawns further from his character model to avoid 360 protection/clarity issues.

  • Remove passive shielding, instead Yasuo is shielded every time Yasuo hits an enemy champion with his E. This means that Yasuo can be poked in lane by immobile ranged mids/mages, the intended counterplay to his earlygame.

  • Revert the E-Nerf and the Q-Buff so that Yasuo will max E again, which means that: -he doesn't win lane instantly by poking melee champions with his Q -he's less clunky to use, and can lasthit reliably with his E, increasing player satisfaction

fixed. (Alternative solution for passive shielding welcome. I think it is problematic in its current stage, even though the theoretical counterplay is to pop it with an auto attack, it is up too frequently. Mages also don't want to be auto-attacking Yasuo when he is hardshoving minion waves into them.)

If you make it that the only way he can get shields is hitting an enemy with E, he practically will lose to everything mid if the person playing against them isn't dumb.

That's assuming the Yasuo player is dumb. And perhaps a scaling hypercarry shouldn't be able to be shielded during the laningphase for walking around. Yasuo would still be able to farm and trade, perhaps even utilizing Fleet Footwork. Talon and Fizz are midlaners, they don't have sustain or shielding either (unless you count the pitiful heal Talon has on his Q). Sure, Talon has burst, and Fizz has his E, but Yasuo would still generate a shield on trades with the proposed changes.

17 Comments

MordridtheBlack5/19/2019, 1:40:22 PM7 votes

better solution

Step 1) Delete Yasuo

Step 2) ???

Step 3) Profit

mack91125/19/2019, 2:09:04 PM6 votes

He dosnt need fixing he has been balanced for a while now

DuskDaUmbreon5/19/2019, 2:09:56 PM5 votes

Let me fix this up for you

I'm going to keep this short.

The problem:

  • You're refusing to learn to play against Yasuo and are blaming your losses on his kit rather than your own refusal to learn to play against him

How to fix:

  • Learn to fight Yasuo. Or don't and just throw away bans on him.
Ragnaveil5/19/2019, 1:58:21 PM3 votes

Uh, so what does he counter then? If you make it that the only way he can get shields is hitting an enemy with E, he practically will lose to everything mid if the person playing against them isn't dumb. He needs work, but idk about this one chief.

Nyarlathοtep5/19/2019, 2:39:13 PM3 votes

There have been many ideas to fix this abomination. Its no use. A big portion of the community and riot themselves dont want to change him.

Saezio5/19/2019, 2:15:38 PM2 votes

Make shield bigger, make it charge by landing a knockup/R on champions. If he ends up too weak give him a small MS boost when the shield drops for like 1,5(?) sec.

Alternative idea to make his lane against poke less problematic (although it's mainly a low elo problem) Make his shield be crit % related, so it's stronger late and piss weak early. So Yasuo will be better late (when he should) and worse early

Kögâ5/19/2019, 2:37:02 PM1 votes

I think making it spawn behind him and moving significantly farther away from him would be good and/or outlining its true border where it stops projectiles, making the wall much thinner as well so he has to be actually behind it, not just sit inside it and be protected.

CrazyMonkeyCZ5/19/2019, 2:00:37 PM1 votes

He needs his passive and you know it.

Also what will you buff in order to maintain at least 45% winrate?

5050BS5/19/2019, 10:42:20 PM1 votes

Make Q Melee Range. Make Q count as a single attack for minion aggro Make Q2 take 3 casts to gain Make Q2 speed 3/4s as fast Make Q2 Range 3/4s as long

Make W duration 1.25s and like you said spawn from in FRONT of him not from his center.

Make E have 3 charges max and gain 1 charge every 6s IF his Flow is full.

Make Flow shield 1/2 its HPs and does not stop damage

Make R work on only ONE target

Make R not Script him outside Turret Range.

Make Passive Crit +20% Crit not double

Yasuo is fixed

9mm Valentine5/19/2019, 11:09:23 PM1 votes

I think the passive shield should straight up go, the windwall get a health bar, the 50% armor shred go and basically buff the E damage

Sageace5/20/2019, 3:59:30 PM1 votes

Yasuo's kit is somewhat a disaster. Respectfully, "parts" of his kit DOES take skill and can be "appreciated" (such as using E wisely to re-position, landing your Q's to empower your next Q, timing your windwalls perfectly to block some abilities), but the rest is quite disgusting:

  • Yasuo's Windwall - While I don't mind his windwall growing in size as he ranks it up, and I definitely do not mind Yasuo timing his windwalls perfectly to block some ranged abilities briefly. The problem I have with it is how long it lasts... which is 3.75 seconds. You have almost COMPLETE range champion denial for 3.75 seconds.
  • Yasuo's Q has a ridiculously short Cooldown - Q CD is 4 - 1.33 seconds BASED on your attack speed. That is really short. The fact that Yasuo BUILDS ATTACK SPEED to lower his CD on his Q rather than an actually buying Cooldown Reduction Items LIKE EVERY OTHER CHAMPION DOES is kind of insulting.
  • Yasuo's E has a ridiculously short Cooldown - This is a skeptical argument about how unbalanced (or balanced) it is, but he does dash around a lot, with his only restriciton being the On-Target Cooldown. Can be a nuisance, but that's really all it seems to be.
  • His Innate grants him some shields - I personally don't mind Yasuo walking around to get himself a wind shield. It encourages him to always be on the lookout, to wander, to journey. I really wish for one thing: his "Flow" meter was MUCH more interactive to his kit. While it may be similar to Energy Champions, it's not. If Riot can find a way to manage his flow "further" into his kit, and reward him for "flowing" "the winds by his side", and find a way to balance him around that, I can honestly see him being more balanced.
  • His Innate grants him double critical strike chance - For the love of all that is goodness, gracious, and just.... just NO. Please find another way to implement his intended "Crit Build" into his kit without doubling his crit chance, such as you building critical strike chance allows Yasuo's flow to fill faster, just like moving around... or Critical Strike Chance increases his range of his base Q even further. Critical Strikes have always been a balance issue, and you just doubled that bullshit on one champion.
  • His ultimate grants him free armor penetration whenever he critically strikes - And yet Armor is supposed to be his counter. Critical Strikes ALREADY deal double damage. He can get a free ult whenever an Allied Champion lands a knock-Up, and thus gaining free armor penetration for something you didn't even earn. I'd rather Yasuo get rewarded for landing HIS own ult rather than an Ally landing an ult for him. Oh yeah, LET'S NOT FORGET, he refills his flow when he ults too. So you have to pop 2 shields. Be grateful champions like Vi or Malphite don't get another shield whenever they ult because that would be pretty broken....

Overall - Yasuo DOES take skill for some parts of his kit. The rest of his kit is just additional BS to make him playable. He is a Balance issue BECAUSE OF HIS ADDITIONAL BS implemented in his kit. The list above is the ADDITIONAL BS that are causing his glaring issues as far as I've noticed just playing against him.

EDIT(ADDED): I'm not completely familiar with his flaws except:

  • Yasuo might be too dependent on multiple enemies to get his kit rolling - To get his E and Q's off, he tends to need multiple enemies to start going... unless you are already fed.
  • Yasuo is a hypercarry - tends to need help with, ahem, landing his ult when he is behind or when it's early game. He tends to be "greedy", leading to feast or famine