Give Your Feedback - Yasuo Rework

Stacona·4/7/2019, 8:36:23 PM·3 votes·1,127 views

What is it that you like and dislike about Yasuo and please be specific? With that said, I will give some broad points to address before I begin.

  • Yasuo offers no opportunities to play around him with the lack of resource and cooldowns, only his Wind Wall has a cooldown to play around, but its up time is too long for how powerful of a spell it is. This concept will have Yasuo have a lot more opportunities to play around him when he messes up or uses something improperly, which for the player means there will be big powerful moments, but also weak moments as well, making more thought being required to play as Yasuo and more rewarding when played well.

  • The biggest things to Yasuo anti-fun when against him is too much mobility and too much defensive power, on top of dealing a boat load of damage, which everything makes him frustrating to against. For the damage side of things, I want to not lower his damage, but reduce how quickly he can get out his damage all at once since he is not supposed to be a burst assassin believe it out not. I think the game overall can use a lot less mobility, when I play other games, high-mobility in it makes it less fun and less mobility makes it more fun when it comes to player vs player games (single player games can allow for high mobility and be fun since there is no one else's fun being sacrificed for it).

  • For Wind Wall and this concept, I will remove it, but keep around its core concept of slicing down bullets with good timing. So it will be a very strong defensive spell still, just one that now requires skill to use and not linger on forever making Yasuo invincible the whole time. With the change, we can make it work against melee attacks as well which is a huge weak point to Yasuo. So instead of hard countering half the champions in the game, he hard counters no one, but now has a defensive spell that can be relied on consistency with no extremes of insanely overpowered and completely useless based on who you are against.

  • Finally, I want to tone back his overall fluff on his kit and more focus his power with more noticeable points of being strong and weak for the opponent can play around and the user to take advantage of when playing him well.


Attack Range: 175 / 175 / 350 units Movement: 350 units per second Attack Speed: 0.695 +2.5% per level

NOTE: CSC = Critical Strike Chance


Steel Tempest (Passive):

Short Range: 175 units / 90 degrees; Long Range: 350 units / Straight Line

Yasuo slashes his sword for his basic attacks, first two attacks slash in a cone and every third basic attack thrusts his sword forward at a much greater range, damaging all enemies struck. Yasuo's attacks cannot critically strike.

Yasuo's first two basic attacks deal (+75%AD) physical damage. Yasuo's third basic attack deals (+150%AD) physical damage, this ratio is increased by an additional (+3% / +3.75% per 1%CSC / 1%CSC with Infinity Edge) based on Yasuo's critical strike chance.

Howling Blade (Q):

Cooldown: 17/15/13/11/9 seconds; Range: 900 units or 350 units

Yasuo creates a tornado with his sword in the target direction, knocking up struck enemies for 1 second and dealing 30/40/50/60/70(+125%AD)(+125%AP) physical damage and apply on hit effects. This can critically strike for 40% increased damage.

If cast during Sweeping Blade, will instead create rising winds all around him, applying the same knock-up and damage to struck enemies.

Slicing Wind (W):

Cooldown: 30 seconds; Range: 125 to 500 units

Yasuo creates a harsh wind around him for 0.5 second that spreads out, destroying all enemy attacks and projectiles that make contact with it.

Passive: Yasuo's attacks reduce Slicing Wind's cooldown by 1/2/3/4/5% for every enemy struck by them, doubled for enemy champions, epic monsters, and enemy structures.

Sweeping Blade (E):

Cooldown: 24/23/22/21/20 seconds; Range: 700 units; Width: 400 units

Yasuo cuts the ground with his sword and dashes in the target direction, opening up a pathway of wind for 1/1.5/2/2.5/3 seconds that grants Yasuo 100%(+10% per 100AP) total movement speed and have Slicing Wind cooldown 200% faster while above it.

Additionally, Yasuo does not interrupt his movement when attacking while standing above this wind.

Passive: Sweeping Blade refunds 65/67.5/70/72.5/75% of its cooldown if cast while out of combat.

Last Breath (R):

Cooldown: 120/100/80 seconds; Range: 900 / 450 units

Yasuo dashes in the target direction, stopping at the first enemy champion in his path and slicing up enemies in the area for 90/150/210(+240%AD) physical damage over 1.5 seconds, becoming untargetable in this state.

Any enemies that were airborne and struck by the initial strike will remain suspended into the air for 1.5 seconds.


UPDATE NOTES:

Notes: This is to better showcase that this concept is meant to place Yasuo more as the squishy assassin that he is and avoid any tank-build scenarios.


Howling Blade: Base damage lowered to 30/40/50/60/70 from 40/55/70/85/100 Attack damage increased to 125% from 100% (ability power remains the same) Increased critical damage lowered to 40% from 50% (Crits deal 42/56/70/84/98 +175%AD +175%AP physical damage from 60/82.5/105/127.5/150 +150%AD +187.5%AP)

Last Breath: Base damage lowered to 90/150/210 from 175/250/325 Attack damage increased to 240% from 120%


16 Comments

Kalikain4/7/2019, 8:43:45 PM3 votes

Yasuo doesnt really need a rework. He could use some nerfs to the amount of shielding he gets, but his kit is unique and fun. He also has tons of synergy with champions that have knockups

ModWulf Helhammer4/7/2019, 9:06:22 PM2 votes

Yasuo offers no opportunities to play around him

Yeahno.

Just gonna stop you there.

Spicy Rice4/8/2019, 1:40:28 PM1 votes

Ok, a few questions.

  1. What is his real incentive for building crit instead of bruiser/tank? Yeah, I get that his autos can do a bit more damage, but since you all but removed his defensive capabilities (no passive shield, and wall is .5 sec), why would I ever build straight damage when I am going to be instakilled. Much better to build Triforce, titanic, steraks, etc.

  2. Why does he have ap ratios? And such high ones too...

  3. Why would I ever pick this champion over any other melee fighter? Essentially, he has a bit of utility and cc, but I could play a tank, who has %hp ratios if i wanted that. And if i went damage on him, there are a ton of other melee's who can do even more damage, while having better survivability.

Stacona4/8/2019, 4:33:40 PM1 votes

UPDATE NOTES (1):

Notes: This is to better showcase that this concept is meant to place Yasuo more as the squishy assassin that he is and avoid any tank-build scenarios.


Howling Blade: Base damage lowered to 30/40/50/60/70 from 40/55/70/85/100 Attack damage increased to 125% from 100% (ability power remains the same) Increased critical damage lowered to 40% from 50% (Crits deal 42/56/70/84/98 +175%AD +175%AP physical damage from 60/82.5/105/127.5/150 +150%AD +187.5%AP)

Last Breath: Base damage lowered to 90/150/210 from 175/250/325 Attack damage increased to 240% from 120%