Yorick Ideas
As an avid Yorick player I'm greatly looking forward to the rework later this year, I'm very hopeful that he will be treated fairly and while it's likely they have kit ideas already figured out I would like to share my proposed kit thoughts. I've several other thread regarding this but they have always ended up in the Gameplay section but as this is more about recreating a champion I think perhaps it would be better served to be here.
So first, his passive should be removed, % damage reduction and increased basic attack damage is stale and boring and just a ball of stats. His ultimate feels and looks unrewarding unless one is fed, and acts as a weak steroid for the most part. His skills are very point and click and could be altered to include more variety in the skills as well as follow up skills after the ghoul is summoned and while it still lives.
Passive - Yorick converses with the spirits of the dead. Large Monsters, Cannon Minions, and Super Minions that die near Yorick spawn a spirit that Yorick can walk over to collect, he may then place this spirit in an area within the next 15 seconds where it will act as a ward for the next 45 seconds. The spirit is then visible to enemies and will chase the first enemy to come within 300 units of it for 4 seconds. The spirit deals no damage or anything like that, just follows the enemy around to provide vision. Internal cooldown of 45 seconds.
Q - Does everything the current one does, but is now a skillshot that goes out up to 600 units (or until it hits an enemy, minion) and has a follow up skill that can be activated after 1 second that has the ghoul pull Yorick to it.
W - Same as current, follow up skill after 1 second that has the ghoul pull nearby enemies toward it.
E - Small Frontal cone AoE, heal for percentage of damage dealt, summons ghouls that heals you on it's auto attacks. Follow up skill has the ghoul do a frontal cone AoE, can be activated after a second of delay.
R - Summons one of each of his ghouls in addition to the ones already out, places an Omen on an ally or himself. The Omen gives the target 4 seconds of CC reflection, and should they die within 10 seconds revives them for another 10 seconds to attempt to get revenge.
I feel like we haven't seen an effect that provides crowd control reflecting, and while extremely powerful I feel like the particle effect should basically let everyone know to NOT try to crowd control the one that has a giant glowing purple prism around them. (it's gotta be a giant shield that is easily recognized) Follow up skills really give a lot of utility and a bit of mobility to his kit, without making it easy to abuse like so many of the skillshots in the game.
The passive really provides an interesting interaction with jungle monsters, and cannon minions that would provide some vision for the team at some points and allows him to split push more safely and yet has defined windows where it is up and useful and easy to nullify.
Also, the ghouls should scale with crit, attack speed, armor, magic resist, and movespeed to really increase the build diversity and the strength of the ghouls overall. The kit is designed around the idea that in order to regenerate health in lane he has to get close, as opposed to his ranged healing that he currently has, he gets a small amount of mobility, but trades the innate tankiness that he once had for follow up skills and a unique effect on his ultimate.
Riot, I hope these ideas are something you will consider for Yorick, as thematically they feel very nice to me. I didn't put cooldown or damage numbers in because I'm pretty sure they would need to be tuned.