Yasuo Remake Concept

Stacona·1/21/2019, 8:46:02 PM·1 votes·1,025 views

Yasuo is not fun to play against, he just sucks the fun out of the game, even if he is on your team he still sucks the fun out of it.

I don't think Yasuo realizes the wandering wind swordsman concept at all, nor has a balance-able kit, "but he has a tornado!"

  • He will still have mobility, but the mobility here will feel a lot more fair to go against and less full of crap.

  • Wind Wall I actually think could be balanced, but needs to be greatly toned back and feels more like its concept of having good timing to slice down the arrows and bullets in mid-flight.

  • Everything else can just go away and replaced, it is just making him strong without adding to an unique theme or gameplay. Also the double-up power of basic attacks and steel tempest is impossible to balance unless you gut the damage on steel tempest to feel like a slight attack damage modifier rather than 6.0 attack speed thanks to the base damage it offers.

  • Knock-up comp synergy sounds cool on paper, but it is impossible to properly balance, especially the way it is currently set up.

  • Also I am aware that the "Yasuo mains" are going to get pissed off with this concept, but trust me, I like creating concepts that add skill expression for the player has more enjoyment out of their champion and is fun to play as. I don't anything that sacrifices the fun of others for the user enjoyment, and this is different to being super fed and snowballed out of control, which is a rare game scenario when this happens.


Attack Range: 150 units Movement: 345 units per second Attack Damage: Average Attack Speed: 0.695 +1.5% per level


Steel Tempest (Passive):

Static Cooldown: 6 seconds; Range: 450 units

Yasuo's next basic attack gains triple range and slices all enemies in a line, dealing (+20%AD) bonus true damage.

Yasuo's bonus attack speed will reduce Steel Tempest's cooldown, down to a minimum of 1.5 seconds.

Yasuo's normal basic attacks do not stop his movement and slash in a semi-circle, damaging all enemies.

Sweeping Cyclone (Q):

Cooldown: 14/12/10/8/6 seconds; Range: 900 units or 450 units

Normal Cast: Yasuo forms a tornado with his blade that grows in size as it travels, dealing 20/30/40/50/60(+100%AD)(+150%AP) magic damage to struck enemies and knocking them up between 0.3 to 1.2 seconds based on the distance that it traveled, max knock-up past 750 units. This applies on hit effects to every enemy struck.

Riding Wind Cast: Yasuo sweeps his blade around him to creating swirling wind, bringing struck enemies to his location, dealing 20/30/40/50/60(+100%AD)(+150%AP) magic damage and granting himself 110/140/170/200/230(+100%AP) shield for 2 seconds.

Wind Wall (W):

Cooldown: 15/14/13/12/11 seconds; Range: 200 units; Speed: 500 units per second

Yasuo creates a moving wind wall in the target direction that is 350/400/450/500/550 units wide for the next 1 second, destroying all enemy projectiles that make contact with it.

If Yasuo is currently Riding the Wind and passes through his Wind Wall then the movement speed bonus will persist for 1.5 seconds upon leaving the flowing wind.

Riding the Wind (E):

Cooldown: 18/17/16/15/14 seconds; Range: 1000 units; Diametre: 1000 units

Yasuo creates a circular ring of wind in the target direction for 5 seconds, while Riding the Wind he will gain 60/70/80/90/100%(+10% per 100AP) total movement speed.

Casting this while out of combat will refund 75% of the cooldown.

Last Breath (R):

Cooldown: 130/100/70 seconds; Static Range: 900 / 225 units

Yasuo sweeps his blade against the ground and dashes in the target direction, stopping at the first enemy champion he comes across and launching all nearby enemies and himself into the air for 1.2 seconds, dealing 60/120/180(+225%AD) physical damage over the duration.


UPDATE NOTES:

Other: Attack Range lowered to 150 from 225 units Base attack speed increased to 0.695 from 0.675 Bonus attack speed per level decreased to 1.5% from 2.5%

Steel Tempest: Bonus damage lowered to +20%AD true damage from 20% increased damage as bonus true damage Now also causes normal basic attacks to slash in a semi-circle based on the attack target's location, damaging all enemies, making Yasuo more unique as an area damage assassin slicing up his foes like anime-samurai-wind-man-dude.

Sweeping Cyclone: Cooldown to 14/12/10/8/6 from 11/10/9/8/7 seconds Range lowered to 900 from 1250 units Knock-up changed to 0.3 - 1.2 from 0.35 - 1 based on distance of the tornado Max knock up range lowered to 750 from 1000 units Damage changed to 20/30/40/50/60 +100%AD +150%AP from 30/50/70/90/110 +75%AD +75%AP (only one damage AP ratio and multiple AD scaling damage sources) Shield value adjusted to 110/140/170/200/230 +100%AP from 90/130/170/210/250 +90%AP Shield duration lowered to 2 from 2.5 seconds

Winding the Wind: Cooldown to 18/17/16/15/14 from 15 seconds Range lowered to 1000 from 1250 units Now cast in a circular ring instead of choosing between right or left since the player can only move right or left, this also adds more mind games for the player to use against his opponent. Movement speed to 60/70/80/90/100% +10% per 100AP from 50/65/80/95/110% +5% per 100AP Cooldown refund when used outside of combat increased to 75% from 50%

Last Breath: Cooldown to 130/100/70 from 120/100/80 seconds Radius reduced to 225 from 300 units Attack damage ratio lowered to +225% from +240%


5 Comments

SuicidePlank1/21/2019, 8:48:55 PM1 votes

That's even worse than he is now...

Bryce Leifeste4/21/2019, 6:58:51 PM1 votes

i am a yasuo main but I'm not mad about this rework. I am actually looking forward to it seeing how it plays off against other champions.

Stacona4/22/2019, 5:48:26 AM1 votes

UPDATE NOTES (1):

Other: Attack Range lowered to 150 from 225 units Base attack speed increased to 0.695 from 0.675 Bonus attack speed per level decreased to 1.5% from 2.5%

Steel Tempest: Bonus damage lowered to +20%AD true damage from 20% increased damage as bonus true damage Now also causes normal basic attacks to slash in a semi-circle based on the attack target's location, damaging all enemies, making Yasuo more unique as an area damage assassin slicing up his foes like anime-samurai-wind-man-dude.

Sweeping Cyclone: Cooldown to 14/12/10/8/6 from 11/10/9/8/7 seconds Range lowered to 900 from 1250 units Knock-up changed to 0.3 - 1.2 from 0.35 - 1 based on distance of the tornado Damage changed to 20/30/40/50/60 +100%AD +150%AP from 30/50/70/90/110 +75%AD +75%AP (only one damage AP ratio and multiple AD scaling damage sources) Shield value adjusted to 110/140/170/200/230 +100%AP from 90/130/170/210/250 +90%AP Shield duration lowered to 2 from 2.5 seconds

Winding the Wind: Cooldown to 18/17/16/15/14 from 15 seconds Range lowered to 1000 from 1250 units Now cast in a circular ring instead of choosing between right or left since the player can only move right or left, this also adds more mind games for the player to use against his opponent. Movement speed to 60/70/80/90/100% +10% per 100AP from 50/65/80/95/110% +5% per 100AP Cooldown refund when used outside of combat increased to 75% from 50%

Last Breath: Cooldown to 130/100/70 from 120/100/80 seconds Radius reduced to 225 from 300 units