Yasuo
I will only list the changes (most of which will be nerfs, but there are some buffs to some areas to emphasize the strength of that ability), so if I don't list it then my ideas have the ability do the same thing as it currently does.
Leave behind feedback, but do not downvote just because you don't like something, we can be civil here and have a proper discussion and/or debates.
Way of the Wanderer (Passive): Critical damage deals 50% less damage from 10% less damage (Steel Tempest (Q) goes from 25% less critical damage to 50% less critical damage) [NOTE: This 150%/175% damage based on whether or not you have an Infinity Edge just to clarify]. Yasuo gets a random stat that ends up being always consistent on him so with double the critical chance critical damage should be halved to be properly balanced and not just slightly less damage with double the crit chance.
Steel Tempest (Q): Cooldown adjusted to 6/5.25/4.5/3.75/3 from 5/4.75/4.5/4.25/4 seconds (Cooldown still goes down with attack speed and not cooldown reduction) Range increased to 500/525/550/575/600 from 475 units (3rd cast tornado range remains at 900 units) Base damage removed from 20/40/60/80/100 (Steel Tempest still acts like and has the same properties as a normal basic attack) Consecutive successful casts of Steel Tempest reduced to within 8 seconds from 10 seconds form a chain. (With the range increase Yasuo can be able to get his knock-up more often which means Yasuo can have more reliable ultimates as well even with him being the only knock-up on the team.)
Wind Wall (W): Duration lowered to 1.25 from 3.75 seconds. Don't get me wrong, I really like the concept of an ability to slash abilities in mid flight, but right now it is granting invincibility especially against ranged champions and this ability should be used for re-actively destroying a threatening ability and not put it up and be immune to everything, lower duration allows for better counter play.
Sweeping Blade (E):
Mark duration adjusted to 12/10/8/6/4 seconds from 10/9/8/7/6 seconds
STATIC Cooldown increased to 0.75 from 0.5/0.4/0.3/0.2/0.1 second
Damage REMOVED changed to 20/30/40/50/60% Total AD as magic damage from 70/90/110/130/150 base damage (25% increased base damage per consecutive dash also removed attack damage ratio up to 50% increased attack damage ratio [maximum damage per dash is 30/45/60/75/90%Total AD], 60%AP ratio remains just in case Yasuo buys an item with AP like Trinity Force)
Now with the increased static cooldown this will allow for more counter play as the opponent can better predict and react properly to what Yasuo will do, the lower mark duration is to compensate for higher cooldown in-between dashes. Removing the damage is for this ability is about the utility of the dashes and not about blowing someone up.
Last Breath (R): Range reduced to 1000 from 1200 units (this is so that Yasuo actually has to be within vision range of the enemy to use his ultimate and cannot ult someone from fog of war)
~ Stacona
EDIT: Okay, Yasuo will eventually just get straight up nerfed, or he can receive balance change which mean there will be nerfs to some areas and buffs to other areas similar to how my ideas are above. But if you people who complain about stuff like this because you "play Yasuo now" then Yasuo will not receive balance changes, he will just get flat out nerfed and probably flat out nerfed on multiple occasions over and over again until he is truly killed and no longer is viable at any elo range.
EDIT:
If you guys show interest in posts like this, upvote it, and see that you guys would prefer balance changes to Yasuo rather than letting him just get nerfed then Riot would consider him getting nerfed in areas and buffed in other areas rather than the inevitable nerfs that will be eventually happening to Yasuo. Because I can 100% guarantee you that this champion will receive nerfs at one point. Riot has tried to do balance changes before to champions, the community complains and then rather the champion getting power taken away from in certain areas and receiving power elsewhere in their kits and receiving a net buff they just end up getting flat out nerfed, to take Lee Sin for example, the community complains about balance changes and the champion will only just get nerfed later because rather than have people complain about balance changes they just nerf the champions to open up other champions to get played to get have those champions to be less dominating.
EDIT:
Just remember when Yasuo gets nerfed constantly and you complain remember how you people whined so much when people try to help the game out and suggest balance changes for champions who are currently in an overpowered state. I have now lost all hope in you people that do nothing but QQ, also as I write this edit I am also in an annoyed state which is the worst time to be writing things. Anyways, I tried to help, tried to share my opinions, but if you guys aren't going to cooperate and do nothing but complain then there is no point in wasting my breath. I have been slowly changing my ideas as valid arguments came up and persuade properly, but you guys do nothing but whine and complain and try to prove Yasuo is not in an overpowered state and do not even read posts and only see a few words and then read something completely different in your heads, and also do not think at all to what my ideas are trying to convey.
EDIT: I am listening to feedback and I am not being static about my ideas, list valid arguments and I will adjust my original ideas to match that of your's, I have already adjusted my original ideas slightly off of some of the feedback. The thing is I am hearing the same thing over and over again and people being in denial about Yasuo being in an imbalanced state right now. Yasuo's dash can have damage on his E in a different way granting it to be a total attack damage ratio rather than base damage, still would deal magic damage though, and the ratio gets increased by 25% per extra dash up to 50% increase damage, if you guys think the base damage removal was a little extreme. And to state here a marksman with Infinity Edge and Statikk Shiv will have a crit rate of 1/2 and so in two basic attacks the average damage is 350% assuming one of the attacks crit, while this Yasuo change deals 350% damage with two basic attacks and that is guaranteed every time to happen so Yasuo right now is disgustingly overpowered right now with how much damage he deals, meaning halving the bonus damage that crits grant balances out Yasuo especially since he gets two passives.