Yauso changes I wouldnt mind seeing as an avid yauso player

arc95·12/9/2016, 3:23:55 AM·9 votes·801 views

Flip crit damage reduction on Q and AA (10% reduction on Q and 25% reduction on AA), so your damage is weighted more towards Q's instead of AA's...meaning an even higher skill cap becasue you have to hit your Q's to maximize damage instead of standing there and hitting 800 damage AA crits

or have a scaling reduction 40-50%(lvl1) to 0%(lvl 18)... meaning early he is gonna be weaker early but he is gonna be Nasus levels of strong late also really hinders that 40-60% crit power spike you get at lvl 5-8ish... (not my preferred approach but it's an idea)


Lower windwall length to 2-3 seconds (equivalent to general cap for cc duration) and small buff to armor/mr base stats(or scaling)

so less windwall dancing(jumping from side to side to mitigate all ranged damage), and restricts it to more of a cc block/burst mitigation tool

  • or you could remove it and give Yasuo cleanse effect like rengar empowered W(or a serious defensive steroid)

repurpose Flow(keep shield on ult)... so as flow increases so do stats( to a cap at max flow, with the same popping mechanic at max flow) (pick one of the following changes im not saying implement all of the following)

  • flow -> move speed
  • flow -> attack speed
  • flow -> sweeping blade damage(with below E changes)

honestly I always though flow -> shield didn't make thematic sense where speed/movement based buffs do

no damage on sweeping blade... but a small shield 100 hp(?)...shield size is halved on successive dashes

  • so 3 dashes in a row give 100 hp shield 50 hp shield 25 hp shield, but they stack...so 3 dashes with no received damage gives a 175 hp shield, meaning your max shield asymptotically-ish approaches a value in the low 200's (a max e shield of 220-ish in non mathy terms)
  • stack refresh time equal to current damage stacking refresh time

EDIT: Maybe Have the shield scale 70hp( level1-5) 100hp(lvl 6-12) 140hp(lvl 12-18)...but with the half stacking mechanic

then leave ult alone I think it is one of the most well designed abilities in the game

[tl;dr/recap...but plz read] less reliable damage... from Q and AA damage reduction flop

less windwall dancing... from duration reduction

no flow shield, but a buff based on flow(similar-ish to fury)... also means there is more strategy to stacking flow.... and you cant absorb an entire spell from just walking in circles

no E farming and no free damage on E... but a stacking shield up to 220's on successive E's *returns some damage mitigation to the kit but in a healthier fashion since you have to be aggressive and attacking to get it and it goes away if it isnt used... so it isnt "free hp"

If you care I'm a rank 7 400k mastery Yasuo

8 Comments

Bootleg Gay12/9/2016, 3:34:40 AM4 votes

I always had the idea of having his crit chance modifier scale with level. Maybe something like 1.5/1.75/2 X crit chance, so that rushing crit doesn't make him feel so overwhelming to squishy champions. He'd do the same damage, just not always as often.

Weathered12/9/2016, 3:37:27 AM3 votes

Only suggestion is that the shield mechanic with his dashes could be abused earlier on with a large shield at early levels. Possibly make it scale with level, like starting at 60 and ending at 120 (still keeping the half extra every dash)?

Overall most of these changes make sense, I don't particularly like Yasuo as of now and my biggest issue is that he has too much damage reduction with his build for how much crit damage he can dish out.

NightmareAmazoX12/9/2016, 1:12:46 PM1 votes

I don't mind the flip change & the new E mechanic but more people will complain about his E and will be like ''RITO U GAV YASOU FREE SHELD PASSIV & E PASSIV 100% CRIT OMG OPPP''

& I don't understand the wind wall part at all.

GULAG 4 U1/17/2017, 10:30:14 PM1 votes

making it (crit x) scale with level isn't a bad idea, but applying the crit reverse with it is. It would nerf his early mid way too hard and force into tanky builds.