Better idea to balance Wind Wall-please read/consider

Chilly Willies·10/1/2014, 4:02:32 AM·1 votes·593 views

Hello community. With Yasuo having a 72% ban rate for multiple different reasons, something that I feel like is the main cause for this is his W: Wind Wall. In light of this, I came up with an idea to make this balanced-and I have two ideas. One ties in with his Flow bar, and another ties in with the way Wind Wall provides little interaction.

Idea/Part 1: Currently, Wind Wall has no cost for Yasuo other than Cooldowns. What if Yasuo had at least a small cost for using Wind Wall? Here is what I propose: In addition to the cooldown, when Yasuo casts Wind Wall, if he does not have his Flow Bar full, at the end of Wind Wall's duration, Yasuo will be rooted for 0.5 seconds. (THIS IS NOT AFFECTED BY TENACITY.) There are two exceptions to this: 1. If Yasuo's flow bar is full, INSTEAD his resolve passive will activate the shield at the end of the Wind Wall duration. 2. If Yasuo has recently cast Last Breath/in Last Breath's cast, he will not be affected by the root. (Recently meaning within 15 seconds, the Armor Pen buff.) This idea and the next idea maybe combine. Idea/Part 2: Yasuo's Wind Wall currently immediately blocks projectiles AS SOON as you cast it. How about at least adding a 0.5 second delay to blocking projectiles please?

2 Comments

Travistyse10/1/2014, 8:49:33 AM2 votes

Actually, given that the designer's intent (from what I read) was that Yasuo's windwall was meant to feel like slashing a projectile out of the air, maybe one of these ideas will be better in regard to maintaining that? These can be applied in any potency or combination one finds most useful.

  1. Reduce the amount of time the actual windwall stays on the field. Braum has a shield he holds for an extended period of time. You have to play around Braum. Yasuo -isn't- a part of his Windwall. Make it only last .75 seconds. You're blocking an ability, not quarantining an area from outside forces.

  2. (Ignore this one) Projectiles which hit the wall after .5 seconds are merely scattered (their direction is changed as they've been "blown sideways") roughly 45 degrees (randomly) in either direction ("left" / "right") and slowed by 50% (this may actually be difficult to code if your engine tracks projectile expiration time based on time of existence rather than distance traveled). Edit: This is my weakest idea and feels the worst to me in theory. It creates inherent randomness. But while I was in the middle of suggesting that the projectile be reflected back at the caster (with the ability to damage the enemy team (and maybe the friendlies but unlikely)) I decided that that was more of a "counter" ability. It's cool, but it actually doesn't work well with auto attacks, something that this suggestion doesn't deal with either. Maybe autos being skillshots wouldn't be such a bad idea? (I'm mostly kidding as that would be a HUGE undertaking both in R&D, MASSIVE backlash, and implementation xDDD)

  3. Remove the wall altogether, make it a slash that has to be timed (within .5 seconds), reduce it's cooldown, and give it an ammo system.

Too much?

Worgslarg10/1/2014, 1:05:18 PM1 votes

There are 2 camps of yasuo being op. One is windwall is op, the other is his crit passive.

Windwall is fine imo, except that there should be some things it shouldnt block( Nami wave, Super mega death rocket,) imo.

His crit passive overscales early game( but is fine imo), and he powerspikes too hard early with just a shiv.