Yasuo balancing and changes ideas

Navla·8/1/2017, 8:42:40 PM·1 votes·386 views

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.

3 Comments

CrimsonCobra38/2/2017, 1:48:51 PM1 votes

I liked your changes to E, I'm ambivalent about your changes to his Q, I actually like the shield half of his passive (I dislike the double crit), and I don't agree with your decision to switch his W and Ult. (I don't think it's necessary, or particularly balanced.)

LostFr0st8/2/2017, 3:08:13 PM1 votes

I like that you're encouraging E chaining, but this doesn't address his kit being overly punishing to melee champions, nor does it allow him to lane vs ranged champs where he is more balance-able.

The changes will make him even better in 1v1's while offering a fallback of teamfight presence if a teammate enables it. Yasuo will probably just always use melee-form EQ knockup for reliability.

-He can now applied additional cc with his W and E, no longer feast or famine.

^How exactly does this make him less feast or famine? Pretend I'm 5 :( He'll blow up if behind while trying to use that, while permaslowing people when ahead.

I am wondering why the double crit passive in particular was kept. I myself have attempted a Yasuo GU in the past day and found reason to remove it. It'd be really valuable to me if your reason for keeping it was explained.

Navla8/3/2017, 6:32:31 AM1 votes

I am okay with Yasou dueling range champions, but I am not okay with the frequency of his knock up after items. I imagine that by using a resource bar system, his range enemy can predict him easier and get away from the minions or coordinate ganks.

I want to reduce his dueling power vs. other melee dps champions that he can't burst down initially, hence reduce attack speed and more infrequent knock up.