@Morello, want me to explain, using design values, why Yasuo is hated? [x-post from forums]

LVNsNASmurf·2/17/2014, 10:39:21 PM·39 votes·1,689 views

Morello: People (who are understandably not armed with game design experience OR the values context)

Lets go: This will be a long (and well received) post.

League Of Legends is a MOBA. As is custom, two teams of unique champions take to a symmetric arena, and duel for a period before moving into a more grouped and team based fighting style.

The fights in this game operate around basic attacks, which can be considered to be a low range, targeted, costless low cooldown ability. In addition to that, champions have the option to skillfully use ability casts. These casts are limited by at least two resource systems in general.

Resource system one: Cooldowns. By using an ability, you have given yourself a window in which you cannot use it again. This penalizes poor use and opens a time where an enemy can engage you without fear that ability will be used again.

Resource system two: Secondary resource. This is a value which slowly recovers over time, and is consumed on any ability use. There are two parts to this. The first is that high levels of long term use of a ability should result in you being unable to use it. While cooldowns are a short term limit on maximum cast rate, resource consumption and regeneration enforce a longer term, often lower maximum cast rate. This is especially important in game senarios where two opposing champions are interacting with each others for a long period of time. The second part to a secondary resource is that be casting one ability, you lower your capacity to cast all abilities. This is a 3rd level restriction, not on the short term ability cast rate, not on the long term ability cast rate, but on the rate at which you can cast anything, long term.

Now we have established that an overriding mechanism in LoL combat is the management of these triple tiered cast rates, let us look at what these abilities can do on cast.

They can deal damage: Damage skills tend to have cooldowns which scale with range, but the overall philosophy is that once the damage skill has been used, it has a cooldown, so by using this skill, the player weakens themselves for a short period. In addition, because of the secondary resource cost, they have chosen to use some of their overall, long term casting potential to obtain damage. This is a weighted decision against the other kinds of abilities.

They can disable enemies: Disable skills have cooldowns which prevent enemies for being disabled for greater than a certain duty cycle. By using this skill, the player sacrifices their ability to impede enemy actions. And again, part of the long term cast potential is transferred into disable.

They can provide mobility: This is one of the strongest statistics in the game as it allows the entrance or exit from opportunity or risk zones, and places very high selective power in a players hands. Their cooldowns and costs are tuned so that often a player must choose to use the skill to enter the zone, or exit it, a balance value which allows the opponent to respond.

The final deciding factor in fights is the base stats and scaling of a champion. Essentially, this a gold->power conversion ratio determinable by the sum scaling of various stat ratios on an champions kit. Champions who have a high conversion ratio have a higher power per gp spent.

Now, let us look at Yasuo's kit. I'm not even going to touch on numbers, because it's not the numbers which need 'tweaking', the qualitative nature of the kit needs to change.

Passive: By obtaining doubled crit chance, Yasuo has an extreme nigh overbearing gold->power conversion ratio on critical strike chance. Combine that with the knowledge that critical strike is present on movespeed and attackspeed items, two stats Yasuo has a much higher gold->power conversion ratio for than most champions, and critical strike is present on high attack damage items, another stat Yasuo has a high conversion ratio for, and people can see that Yasuo gets much, much more out of less gold than almost all other champions.

This passive alone makes a mockery of the notion of a balanced item system. This passive abuses critical chance to the degree that say, Vlad abuses spellvamp. Items tuned for champions who do not abuse it become instantly overpowered on an abuser, and tuning for an abuser will leave other champions in the dust.

Q: This is a damage skill. It does not have a secondary resource cost. Thus, the only method of enforcing a cast rate is a cooldown. Unfortunately, this skill not only has a very short cooldown, but it scales down to a level where it might as well not exist. This skill does not force any decisions about long term casting rates, and with no window of engagement opened by the cooldown, there is no reason to not cast it as often as possible.

However, upon the 3rd cast, it becomes a disable skill, and since the cooldown scales down to such a low level, the disable duty cycle of this skill rapidly ramps up from a manageable level to 25% or more, a very high duty cycle for such strong CC able to be applied so often.

As one who is following can see, there is zero cost, trade off, or opening for using either the damage or the disable of this skill. This is direct contradiction to the established play balance of the rest of the game, where champions who obtain damage or disables pay a cost for it and / or open a meaningful engage window.

E: This is a mobility skill. It does not have a secondary resource cost. The only method of gating it is the presence of a target, and the sub second cooldown. For the purposes of gating ability use, and thus mobility and power, this has no effect. Thus, we look at the availability of targets. As LoL is a game based around interactions between both enemy team and opposing, much larger numbers of minions, in almost all instances where Yasuo might engage an opponent there will be a large number of targets to use this mobility on. Because of this, Yasuo has no restrictions on using mobility to enter and exit risk zones rapidly and often. There is no decisions about if damage or mobility is a more appropriate use of long term casting potential.

As you yourself have mentioned, LoL is suffering from mobility creep, a phenomenon where mobile champions, with the extreme power associated with selective engagement and ability to enter or exit risk / opportunity zones at will are objectively more powerful than champions with out. Even among mobile champions, those who can be more mobile, or have fewer limits on mobility are among the most powerful. Thus, Yasuo with no limits on mobility is one of the most powerful mobility champions.

Finally, R: This is a mobility + damage + disable skill without a secondary resource cost, but with a limited activation window. While I approve of limiting activation of this powerful damage + mobility tool to the result of a skillful application of abilities, allowing this to be activated when an ally, with skillless ability use triggers the condition makes a mockery of your entire attempt to balance it.

As an ultimate, the engage window for this skill should be very large, due to the associated power of it. Unfortunately, this skill has one of the lowest cooldowns for an ultimate, meaning that the real restriction on activate is creation of activation windows, a trivial task if an ally's skillless ability use can trigger it.

Having established that use of this skill is not in any way meaningfully gated, by cooldowns, no resource costs, nor skillful activation windows, the effects of this skill are to instantly move Yasuo to a extreme oppertunity zone, to disable enemy champions such that Yasuo and his allies have uninterpreted ability to damage them at will, and finally this skill applies a large amount of damage, then increases Yasuo's damage for a meaningful duration, often longer than fights last.

Morello:

The community at large is complaining about this champion because his casting potential is unlimited. The community is complaining because as a result of this high casting potential, he has a very high rates of mobility, damage and disable skill activation. These high rates of activation give Yasuo power far outside the envelope of existing champions, who are able to be exploited through their engagement windows, a factor Yasuo does not suffer from as he is not meaningfully cooldown limited.

Finally, the community is complaining because this champion has an abusive gold->power conversion ratio on several linked and already powerful stats, which simply exacerbates the problems of the above paragraph.

There, is that enough design based values context of why we despise having to interact with this poorly designed champion?

PS: After IronStylus effectively told the forum goers that they would be ignored I'm x-posting from here Maybe I'll get a real reply.

Oh, and as a final note, this editing system is absolutely useless for large posts. I can barely work with this, and it's a mere 1500 words.

34 Comments

GeneticDrift002/18/2014, 6:33:26 AM15 votes

Minions are a resource. You cant q air and work up to the whirlwind. You can't e air and build its damage or dash to any spot you want. Yasuo needs minions in lane.

IlyaK19862/18/2014, 1:33:42 AM13 votes

IMO this analysis deliberately de-emphasizes some massive aspects of skills and the nature of this game.

One of the biggest gates in this game IMO is not cooldowns nor resource costs, but range.

Ryze, for instance, has very short cooldowns, and relatively quickly, his resource costs for his skills become negligible, because he scales off of building that resource to astronomical levels. Furthermore, Ryze also scales damage on mana, giving him some pretty huge unique scaling.

Ryze is one of the worst champions in the game, if we look at win rates.

Why?

Range.

That is, if you want to try and be effective with Ryze by damaging one enemy champion, you're going to get in range of multiple other champions.

To be a melee-oriented champion is the ultimate range-gate. It means that in order to do anything to any one enemy champion, you need to put yourself in range of all other champions in that vicinity. It's why Kassadin has riftwalk. It's why Katarina has shunpo. It's why Yasuo has his E. It's why Riven has her Q dashes. It's why Gragas has his body slam, Shen his shadow dash, Zed his shadow jumping, and so on.

Similarly, with attacking, you also have to take into account the opportunities to apply the auto-attack damage. The reason that double crit chance on Yasuo is fine IMO is that unlike a ranged ADC, you have around half the opportunity to actually attack something. So, instead of having more safe attacks, you get fewer harder-hitting attacks.

At the end of the day, it's about risk vs. reward. If you're 800 range away and your skills are on cooldown, or your mana has run out, well, you can still get the hell out of there, no harm done.

But even if your skills are up and you have ample resources to use your skills but are in range of the entire rest of the team, you're in severe trouble.

This is why Katarina is a much weaker choice compared to say, Gragas, Nidalee, Orianna, or Leblanc. Because even though she has short (and resetting!) cooldowns, to be at all effective, she has to expose herself to the entire team's arsenal of damage and CC.

Yasuo has the same exact pros and cons. Generally, anyway. The thing with Yasuo, though, is that if his team is coordinated and somebody can do the initiating knockup for him (say, a Janna, a Malphite, a Riven with her third strike of Q, a Thresh with his flay, an Orianna shockwave, a Diana with her moonfall), he can come in from a hilariously long distance away, ult several people, get a few licks in with his shiv/IE, then get out of dodge.

IMO while Yasuo may be a weebit above the power curve compared to say, Katarina, IMO, this is a good thing. I feel that it isn't so much that Kassadin or Khazix need nerfs, but that champions like Katarina need buffs, so that we see more high-risk, high-reward type plays, as opposed to things such as long ranged Gragas barrels.

mi ramfan2/18/2014, 4:16:30 AM10 votes

http://forums.na.leagueoflegends.com/board/showthread.php?t=4272933&page=4

crossposting one of my replies because I think it has some good points from the other side of the aisle.

Yasuo's problem right now is twofold: he synergizes too strongly with on-hits (especially item 3087 and item 3074 ) and his shield is too large. Nerf his shield and his interaction with on-hits on Q (maybe have his passive reduce on-hit effect damage to 90% as well) and I think he'll be in a much more manageable state.

His cooldowns are certainly low but he DOES have cooldowns. You simply can't treat his cooldowns on Q and E as 0 all game long when his Q is 4 seconds early game (and only gets down to the areas you cite as problematic late game) and his E is 0.5 seconds unless maxed first. And his other non-ultimate abilities, Wind Wall and his passive shield have notably high cooldowns. His passive's cooldown is 40 something seconds with level 2 boots moving around (and let's face it, that's effectively its cooldown for most of early game unless you're maxing W first fsr), and Wind Wall's is over 20 seconds at all but max level. Keep in midn as well that because of the nature of his kit Yasuo is unlikely to be building much CDR (the only ADC item with CDR is Youmuu's Ghostblade and it's pretty unlikely he'll get that over LW), keeping his high cooldowns high.

I ask that in this redo of the other thread that you take care to notice that I'm not entirely in disagreement with you. Yasuo needs to be nerfed and I'm not at all arguing he's fine in his current state. Where we disagree is whether his kit is inherently bad for the game. This is what a melee carry needs to be viable outside of a split pushing role.

Verwyse2/17/2014, 11:45:10 PM8 votes

Bumping because there was so much truth to this on GD and there's still truth to it now.

Z Statistic2/18/2014, 3:45:58 AM5 votes

You're forgetting that his innate reduces crit damage by 10%, his bust comes from hitting with his autoattacks, and he needs to keep moving to sustain is shield.

There are plenty of levers to work with, such as increasing the crit damage penalty is the gold conversion is too high, ult range, Flow recharge rate, shield strength, cooldown on Q, range of Q, range of E,frequency of E on targets, base stats, and many more.

Is Yasuo OP? Idk, all of my experience of fighting Yasuo boil down to me turning him into a Squirrel and watching as he gets blown up or he just gets shut down because I turned him into a squirrel, then I exhausted him, then I knocked him up, then I squirreled him again.

There has to be some sort of elegance that makes him OP then, because I'm not seeing it. At all. Seriously. I'm probably at mid silver mmr judging by my match history and my past ranked history in S3, and I have literally zero problem dealing with him regularly.

But even if he is egregiously OP at some elo, his kit is not inherently broken. There are plenty of levers to balance with.

Earl Eulrich2/18/2014, 3:38:30 PM3 votes

Now, let us look at Yasuo's kit. I'm not even going to touch on numbers, because it's not the numbers which need 'tweaking', the qualitative nature of the kit needs to change.

I think it´s actually all about the numbers, the kit is quite fine for a melee. But as it is, his shield renders him too tanky, while his as/crit scalings are through the roof, alowing him to deal dmg almost close to Yi - and on top he has a windwall that is able to block infinite amounts of dmg, a skill that you could easily see working as a powerful ultimate for a dedicated support champion. Still, he´s very fun to play as it is, dashing around, knocking up, just flowing through a clash - which would be totally fine, if not his numbers were so off that you need incredible hard focus to stop him, which gets counteracted by his shield passively - and the windwall actively. If either the crit-part or the shield part of his passive would be deleted or both would be tuned down simultaniously he would be mostly fine - either needing to buy some early defense to survive in clashes, making his crit/as->dmg ratio less broken, or he really would need to buy some dmg to become a dps-force in teamfights, rendering his shield less broken as survival tool.

And the windwall really needs some limits, either in projectiles it can block, or in dmg it can block (or maybe even both), right now it will easily avoid 2k dmg+ in a lategame teamfight if you just hit it in front of the opponent ADC - he has no chance to reposition himself to be able to hit around without getting out of position and die very often, so he can just watch his team die behind that wall (not to mention if the apc get blocked alongside it´s mostly gg).

Graize2/18/2014, 5:00:17 AM2 votes

@OP: Wow....Why haven't you replaced Morello at Riot yet? My biggest issue about some of the staff at Riot, is the arrogance and bull headed attitude. You would understand if only a few people complained, that it would merit dismissal. But when people complain on a grand scale, they ignore it and try to pretend like nothing is wrong. Think about how long it took them to finally change Garen and Riven, not to mention they never want to truly fix Tryndamere. They just give him ANOTHER skin to encourage more people to play him, even though there are so many other champions that would merit getting another skin. It's like they acknowledge the flaws and fold there arms and frumple their faces like toddlers when anyone brings something up.

The biggest issue I see with most of the champions, is that they have chronic everything syndrome. Most champions have a bit of everything in them, some initiates, some cc, a bit of tankyness, movement ability, or high defensive stats, etc. Some exceed in one area than the next, but they most likely have it all.

Tryn has an initiate, a CC, a heal, and can mitigate thousands of damage with his ult not to mention his free damage passive and crit benefits. Diana has a ranged harass, CC, high def and off stats, a DOUBLE ult initiate, a def shield that also does damage and her passive lets her attack multiple units at a time. Yasuo is a given.....Then you have Malphite who is passively tanky, has a passive that gives him more damage mitigation based on if he builds items that give him....well damage mitigation. He has a slow that isn't terrible for damage, but also vamps mov speed, an aoe dmg ability that is based on items that give him damage mitigation, a attack damage buff that also gives him splash dmg and armor and one of the best initiate ults with an aoe CC. So let's now look at Xin Xiao. He can reduce an opponents armor making them susceptible to his other ad allies, his Three Talon Strike is a strong CC that reduced the rest of his abilities CDs. Now that wouldn't seem that bad if he didn't also have an ability that increased his attack speed by A LOT, AND heals him. Going along with the OP, there are too many items that allow this combo to be manipulated such as Frozen Mallet which will keep opponents close to him long enough for him to continue getting his 3 Talon and have his heal ticking off, and there are also mov spd/atk spd/crit items that will supplement those abilities. One more item that is also worth mentioning is Blade of the Ruined King, which has a slow activate, attack speed, life steal and benefits against armored opponents which complements his passive. So all of these keep him tanky and complement his abilities very well. Well considering all of these it wouldn't be so bad, but when you add the fact that he has an amazing initiate, Audacious Charge, which is not only a large ranged, target-able initiate which also slows -_- which means he has 2 CCs. Now to top it all off, his ultimate not only does his max ad, but also 15% of current enemy hp, plus it gives him armor and magic resist.

I'm not going to go into every champion because this pattern isn't seen in every champ, but some clear examples are Lee Sin, Chogath, Volibear, Zed, Jax, Kha'Zix, Nocturne and Wukong.

Then you have the champions that would be tanks yet they deal damage way more than they should. Which only goes to prove that there is really no discernible classification system when it comes to tanks and brusiers. As far as ranged, mage and support you have a clearer line, but it does get blurred at time with character such as Lux and Swain. a Support who deals damage better than most mages and a mage who can tank very well.

So if I could +1 this post in total agreement 1000 times, i totally would, and I would suggest Riot contact this person asap for a job, because even if he doesn't have formal training, he clearly shows much more common sense and potential. But for Morello implying that he has so much game design experience, he sure does make that statement seem negligible.

Spark the Dutch2/19/2014, 3:50:02 AM2 votes

I agree with you that Yasuo needs some changes, but I think you are going way overboard. I have some thoughts based on things you said in the OP as well as some comment threads (stupid nesting limit).

You're making the assumption that Yasuo can't be hit when he dashes in to trade. The whole point is that he can trade well when using his combo correctly, but he isn't immune to counter play. He is SUPPOSED to be able to dash away from you if he positions correctly. If you want to trade with him you either need to position yourself where his dashing in means he takes more damage, or you need to initiate the trade onto him in a manner that doesn't allow him to escape without taking damage.

You mentioned that his mobility tool has no restrictions on being used to enter/exit risk zones, but that could not be farther from the truth. The mechanic that limits you to one dash per target per ten seconds (I think it's ten?) is exactly that restriction. In a teamfight pretty much anywhere from mid-game on there are very few minions to use this dash on, especially when you consider fights in/around the dragon or baron pits. This means that you have to choose very carefully before dashing in on a target, because you wont be able to dash out away from them for a significant amount of time. As for the laning phase, you make it seem like minions magically line up in front of Yasuo's opponent to give him a runway of dashes. Positioning is such a huge part of using this ability that IMO it more than makes up for the low/lack-of cooldown.

Also as far as the lanign phase is concerned there are other things to consider. For example, ranged champions can shut Yasuo down completely just by positioning intelligently.

One AA from a ranged champion procs his shield, immediately opening him up to harass.If he dashes in without his shield, it is very easy to trade damage back onto him. You said "make it so if he chooses to use a skill, the opponent has an opportunity to use skill to outplay him" which is exactly what I just described. Yasuo is incredibly easy to lane against as a ranged champion, especially if you understand the facts about his kit that you name as problems.

You also completely disregarded earlier comments about the effect range has on a champion's play and counter-play. Range is a huge contributing factor.

Two examples of this just to put real perspective on it:

Yasuo vs. Ranged (let's say Brand just for fun)

One AA from Brand means the shield an Yasuo is down. If he tries to come in to trade, he opens himself up to a full combo straight to the face. Brand has longer cooldowns, a secondary resource cost to using his abilities, but has a very strong ability to win lane against Yasuo.

Yasuo vs. Melee (Let's go with Zed because he is free this week)

Zed is an AD caster with a gap closer/escape, melee range, and a secondary resource, energy. Based on your argument of cooldowns and resources, Zed should just /ff immediately. The thing that saves Zed is the range on his Q. This allows you to farm and/or harass from a safe distance, until you are ready to go for a more aggressive trade or an all-in.

IMO Yasuo experiences serious disadvantages to MOST ranged champs. Yeah you can dash to an opponent and dash out, but that requires minions which are completely visible to both laners, which means you have every opportunity to position yourself in such a way that Yasuo cannot engage on you.

All in all, I feel like Yasuo's kit itself is not what makes him appear so OP right now, but rather the fact that most people don't understand how to play against him. I don't see increasing his cooldowns to that magnitude as a healthy change for a champion with this type of play style.

Faldin2/20/2014, 10:55:35 PM2 votes

I'm really looking for a rioter to answer to this very well written and true post.

Sneak Dog2/21/2014, 2:13:13 AM2 votes

Wukong has built-in armor penetration. This allows him to abuse physical damage much more than other champions. Zed has ad ratios and 25% increased bonus ad, allowing him to abuse ad items. Champions have scalings, carries have higher scalings and melee carries have insane scalings.

Yasuos passive grants him 40% increased damage on autoattacks, 25% on Q, if he buys 50% crit. He does not gain this amount of damage from the start like Tryndamere but has to take a very specific build path.

Q is a small poke that allows Yasuo not to automatically lose trades early on. If he doesn't have a whirlwind up, it's a longer-ranged autoattack that adds up to 100 damage that can miss. It is also Yasuos main damage ability. This means that unlike most champions, Yasuo has no real burst to speak of, he does not have this moment where he blows all his cooldowns for a nuke and then walks away from the trade. In essence this ability is fine, it grants Yasuo a bit more range when having to farm under tower and a flowing opening with having a whirlwind up or not. Without one, Yasuo is vulnerable, he would have to use his dash, which is interruptible with cc, to avoid a trade.

His wind wall is how he survives fights. It has to be worked around, just like Sivir's spellshield, Tryndameres undying range and Anivias wall. If ignored, Yasuo is in big trouble, but if placed well, he gets tons of value out of it, just like other abilities. Combined with his passive shield, it gives Yasuo a nice balance between anti-melee mechanics and anti-ranged.

His E is an amazing ability, granting Yasuo a lot of predictable mobility. The opponent knows exactly where Yasuo can go to at what point in time, it is not a huge dash and it is interruptible by hard cc, which will stop the dash entirely, unlike other dashes. Another thing of relevance is that he does not just jump on top of you and burst you, unless lategame has been reached, Yasuo hit a powerspike and you didn't or he is fed. Lategame Yasuo should not be allowed to hit a squishy target in melee range, burst him for diving. If he hits a powerspike and you didn't you should be careful, as with all champions. If he is fed, well, at least he is squishy.

His ultimate has issues, I will agree. I would personally lower the cc on secondary targets, making his synergy potential lower. I would also up the cooldown on rank 1 and 2 so that he can't spam it during laning phase/midgame, where catching someone out can snowball hard. Lategame I think the cooldown is fine, you have less fights and Yasuo shouldn't really be forced to fight without it. I do think Yasuo should not be able to cast his Q during ultimate though, that's rather silly. Another way of balancing this ability with allies is to limit the range to use it with allies' knockups only. So if you manage to hit a max range tornado you can go in, but if your Janna does, you need to be in position.

His passive shield I haven't touched yet either. He needs it all game through to block ranged poke/not autolose melee trades, but I think lategame it's too much. It blocks not only poke, but burst attempts that I think should kill a squishy champion if he gets caught like that. The shield reset on ultimate is so that when Yasuo starts a fight with his ultimate, he doesn't have to first think whether his shield is up or not, because ulting does immobilize him.

I do not think his kit is broken in essence, allthough I will not disagree he may have some issues. He does however need his abilities to be up consistently, for else the base damages would go up to make Yasuo feel good about using his abilities/give him a chance in a trade and he would end up as an assassin.