Yasuo balancing and changes ideas
Base health, armour, MR increase & scaling health, armour, MR decrease Base attack speed increase slightly & scaling attack speed decrease drastically
**Passive: Way of The Wanderer ** Second passive-removed. No more shield based on flow.
**Q: Steel Tempest ** The tornado now emerges based on flow bar instead of the third cast. Moving around increases flow gradually, hitting enemy champions will accelerate flow generaation. Everything else stays the same.
W: Last Breath CD: 20-10 seconds based on level Damage: 80-200 magic damage The same as the old ultimate, a blink and suspend that require knockups to activate. Yasuo gains a shield and armour penetration against affected units for 3 few seconds. The shield increases base on how money enemy champions are affected by Last Breath CD reduced by 5 seconds upon assist.
E: Sweeping Blade static CD: 6 seconds
Sweeping blade now goes on a short static cooldown if he doesn't chain use it. It will goes on a CD if it is not activate again within 1.5 seconds.
Do no damage to enemy champions, but briefly slow them for 0.75 seconds.
R: Windwall CD: 80/55/30 seconds Yasuo makes a windwall in front of him. boo. If there is an enemy champion nearby, Yasuo will swirl and briefly knock them back upon the activation.
-By improving base stats, and reducing scaling stats. His early game is improved and does not need a shield anymore.
-His Tornado is much more predictable. And its cd no longer hyperscale with att sp.
-flat magic damage to champion from E now moved to W.
-His tornado is hard to land. So Q W initiation is unlikely, but now he really compliments a knock-up oriented team.
-He can now applied additional cc with his W and E, no longer feast or famine.
-His E's chasing and juking power are unreasonable. Now if you can prevent his chaining, you can put his E on a brief cd, giving other duelists a clear opportunity to fight him.
-His windwall now worth as much as all the ultimate projectiles it can at once, in terms of CD, as it should be.
-The new knock up from his R reduces his vulnerability against bruisers early game, and provide addition cc. At the cost of windwall cd.
-I hate how he can miss all his Q and still win a duel with autos against other auto-based champs. This is because he scales much more with certain items than other champions. With the drastically reduced attack sp. he needs to land all his Q for his dps to win a fight against other duelist.
-His dps against non-tanky units will be reduced by this changes, but he now potentially has access to armour pen more frequently,
-So instead of a hypercarry skimisher in almost all scenarios once enough items, now he really needs to have synergy with a teamcomp to scale properly into mid and late game.