Yasuo laning phase power- How much is too much?
Yasuo is a fighter-assassin with high mobility, extremely high damage, moderate to high defense, and brings some very interesting mechanics into the game for players to take advantage of both versus and playing him.
His laning phase is very, VERY strong...
But how much is too much?
To avoid hate, flames, and counter-arguments from yasuo mains or tank mains that clearly don't have any problems with yasuo, I will present both mathematics, common logic and/or sense, and lastly, comparison to explain my reasoning for Yasuo being broken in the laning phase to me:
1: Poke block & overall defense
Yasuo has a lot, probably too much ways of blocking any damage including but not limited to poking. He has a exceptionally high shield that triggers upon being damaged, (thus blocking said damage without having to time it), which is enough poke-block already. However, he also has something that blocks ALL poke for a much longer duration from a chosen direction that's width increases with level (keep in mind that projectiles are extremely thin and will always be blocked by the windwall). If that wasn't too much, he also has nearly unlimited dashes to block projectile (Skillshot) forms of damage as long as they are not instant, but if they are instant, he's got two other gaurunteed damage blocks.
2: Mobility, Escape, and Surprise Movements
Take this given scenario: You're at about 200 health, Yasuo has about 100. You expect him to recall, but he doesn't. You're both at level 2 and know if he tries to kill you, you'd win for sure. You throw a Skillshot at him, his shield blocks the entirety of it. You try to auto him multiple times, he uses his windwall. You realize you can't do anything while its up and wait it out... Throw another Skillshot as Yasuo simply presses E and avoids it, then uses E again four times, going through the minion wave to get you. You try to auto him... His shield is up again, blocking all of the damage as he Instakills you then escapes harm from your minions by E'ing through them almost instantly.
You feel like you've been cheated since you should've won that fight but Yasuo was clearly too powerful and will now dominate the lane with that small, one-kill advantage. Hope you can ban him forever from that point.
Other Scenario:
You're at full health and Yasuo has half. You prepare to dodge his whirlwind, he runs through a minion and fires it at an unexpected angle and you cant dodge it, he teleports to you and pierces all your armor you expected to counter him, Instakills you, and then walks away from your corpse with almost nothing missing from his health bar. Balanced? I think not!
3: Damage & Infinity Edge Synergy
Yasuo has extremely low cooldowns on his high-damage abilities and it doesn't stop there. He has full crit chance from two items, meaning he can focus on full damage once he gets an infinity edge (to increase the gaurunteed crits damage which was already insane) and Stattik Shiv (to, of course, give him even more damage for whatever reason) and now he can pretty much kill anyone in the click of a button.
4: Outplay Potential
I am aware Yasuo takes high skill and practice.. However.. He just needs to learn to spam E on nearby minions and wallah, he can avoid anything while doing insane damage to you between dashes. You can't hit him with skill shots, making champions like Nidalee, Lux, and Syndra useless against him, and champs with slower skill shots like Orianna and Lissandra even worse! He is in desperate need of an E-CD increase as he cant be hit by anything that needs to be aimed, which is actual skill compared to spamming E.
Possible Nerfs:
There is a way to balance Yasuo. First:
My favorite Nerf idea: (#1) Reduce yasuos crit increase from double to 50%, reducing his damage slightly as he needs more crit chance and less damage now. Nerf #2: Base magic resist and armor reduced by 5 and base attack damage by 9. Nerf #3: Increase E cooldown from 1-0.2 per level to 3-0.3 per level. Nerf #4: Limit windwalls blocking by using the following idea: Reduce remaining duration by 0.5 seconds for each projectile blocked, bring base duration down by 0.5 seconds. Nerf #5: Bonus armor penetration lowered from 50% to 35%. Nerf #6: Increase time needed to gain full flow, reduce shield.
I really hope people now realize the menace Yasuo is potentially and please comment below.
is absolutely disgusting.

and more exist.