Yasuo Update, Urgot Changes, and a letter to CertainlyT!
Greetings, fellow Summoners, LCS spectators, Riot employees, and all affiliates therein. It is my pleasure to present to you a formal letter of inginuity, creativity, and originality (along with a personal letter of question to our beloved CertainlyT).
Let us all take a look at Yasuo. Super strong CSing abilities, very high damage, the highest mobility in the game apart from Kalista, and no mana costs. I could go more in depth, but I think everyone here already knows what Yasuo does. And that there is almost never a game in which he is balanced. He is almost worthless and rediculously strong (at least, from what I have seen). That being said, I would like to introduce a re-work. No, I am not suggesting this because of rage towards Yasuo (I think Sp4zie has enough rage for Yasuo to cover for all of us), and personally, I have never had a problem with Yasuo in the mid lane (I'm sure it has to do with my ranking though). Rather, I think he needs a slight rework because he leads to unhealthy gameplay. His unrealistic mobility leads to nothing but frusteration for enemy players, and his hyper-carry capabilities are far greater than the risk of being picked and faiing (take Vayne, for instance: super high hyper-carry capabilities, but a precarious pick in case she gets shut down). All of this being said, I would like to introduce to you a new resource like mana, energy, and fury. This resource? Flow. Now, Flow's mechanics are almost all set in place with Yasuo. You simply gain flow through moving. But how does it relate to abilities? Let me explain:
A champion with Flow has his or her abilities dependant on cooldown. Thus, they are still able to be used should a champions Flow bar be empty. The point, then? Flow merely enhances certain (or all) abilities within a champions kit and deals more with percentages then it does actual numbers. To those who may be questioning: This is different from Renekton and his Fury, I will explain at the end of my suggested Yasuo rework:
Passive: Way of the Wanderer Current: INTENT: Yasuo's critical strike chance is doubled, but his critical strikes deal 90% damage, reduced to 75% damage on Steel Tempest. RESOLVE: Yasuo generates 1% of his maximum Flow for every 59 / 52 / 46 units he travels by any means, requiring a total of 5900 / 5200 / 4600 units travelled to obtain maximum Flow. At maximum Flow, the next instance of champion or monster damage against Yasuo consumes all of his Flow and shields him for [100 – 510] damage for up to 1 second.
Updated: INTENT: Yasuo converts 100% of his critical strike chance into on hit bonus physical damage.
RESOLVE: Yasuo generates 1% of his maximum (1,000) flow for every 60 units he travels. At 100%, Yasuo gains Overflow (pun intended) up to 125%, giving him a shield for 0.5% of his maximum health for every 1% of overflow. Overflow (not Flow) cannot be generated while in combat with enemy champions. Once maximum overflow has been reached, the shield becomes independant of Yasuo's flow until destroyed)
Q: Steel Temptest Current: Cooldown: 4 Physical Damage: 20 / 40 / 60 / 80 / 100 (+ 100% AD)
ACTIVE: Yasuo thrusts his sword forward, dealing physical damage to all enemies in a line. Hitting an enemy grants Gathering Storm for 10 seconds, stacking up to twice. At two stacks, the next Steel Tempest unleashes a whirlwind that deals the same physical damage, knocks up all enemies hit and clears all stacks of Gathering Storm. Each cast can critically strike, and applies on-hit effects to the first enemy hit. Additionally, each cast can be used during Sweeping Blade to change the area of effect to a circle around Yasuo. The cooldown and cast time of Steel Tempest is reduced by [0.6% for every 1% bonus attack speed], down to a maximum 66% reduction.
Updated: Cost: 20% current flow (cost refunded vs minions) - Cooldown: 4 - Physically Damage: 25 / 45 / 65 / 85 / 105 (+100% AD) (Steel Temptest does bonus damage equal to 2% (+ 1% per level) of his current flow.)
ACTIVE: Yasuo thrusts his sword forward, dealing physical damage to all enemies in a line. Hitting an enemy grants Gathering Storm for 10 seconds, stacking up to twice. At two stacks, the next Steel Tempest unleashes a whirlwind that deals the same physical damage, knocks up all enemies hit, and coverts each stack of Gathering Storm into 10% of Yasuo's missing flow. Each cast can critically strike, and applies on-hit effects to the first enemy hit. Additionally, each cast can be used during Sweeping Blade to change the area of effect to a circle around Yasuo. The cooldown and cast time of Steel Tempest is reduced by [0.6% for every 1% bonus attack speed], down to a maximum 66% reduction.
PASSIVE: Winded Hitting an enemy champion with Steel Tempest exhausts them, giving Yasuo 1% current flow for every 60 units they travel for the next 2 seconds.
W: Wind Wall Current: Cooldown: 26/24/22/20/18 - Width: 300/350/400/450/500 ACTIVE: Yasuo creates a gust of wind that travels forward to form a wall in front of him. The wall slowly drifts forward over 3.75 seconds, blocking all enemy projectiles with the exception of turret attacks.
Updated: Cost: 75% of current flow - Cooldown: 26/24/22/20/18 ACTIVE: Yasuo creates a gust of wind that travels forward to form a wall (300 width) in front of him. The wall slowly drifts forward over 3.75 seconds, blocking all enemy projectiles with the exception of turret attacks. This wall increases by 50 width for every 15% of Yasuo's maximum flow consumed.
E: Sweeping "Buttface" Blade Current: Static Cooldown: 0.5/0.4/0.3/0.2/0.1 - On Target Cooldown: 10/9/8/7/6 - Magic Damage: 70/90/110/130/150 (+ 60% AP) - Bonus Damage: 17.5/22.5/27.5/32.5/37.5
ACTIVE: Yasuo dashes a fixed distance in the direction of the target enemy, dealing magic damage and marking them briefly. The speed of the dash scales with Yasuo's bonus movement speed Each cast increases the next dash's base damage by 25% for 5 seconds, up to 50% bonus damage (Yasuo cannot use Sweeping Blade on a marked enemy).
Updated: Static Cooldown: 0.5/0.4/0.3/0.2/0.1 - On Target Cooldown: 8 Physical Damage: 70/90/110/130/150 (+ 65% AD)
ACTIVE: Yasuo dashes a fixed distance in the direction of the target enemy, dealing physical damage and marking them briefly. The speed of the dash scales with Yasuo's bonus movement speed
Sweeping Blade generate 5% of Yasuo's maximum flow, in addition to the distance traveled for the dash.
Casting Sweeping Blade on an enemy champion creates a 2 second window in which Yasuo cannot dash to enemy minions. (I just wanted to explain this one really quick. Too many times I have seen Yasuo make a bad move dashing in, just to dash his merry way out with a group of enemy minions. Adding this makes it to where he pays more for his mistakes, but can still dash around the battlefield between enemy champions, as there is no cooldown when dashing to other champions)
R: Last Breath Current: Cooldown: 80/55/30 - Physical Damage: 200/300/400 (+ 150% bonus AD)
ACTIVE: Yasuo blinks to the nearest visible airborne enemy champion to the cursor, instantly generating maximum Flow. Upon arriving, he suspends all nearby airborne enemies for 1 second and deals them physical damage. For the next 15 seconds, Yasuo ignores 50% of his targets' bonus armor. (What is this even?) Casting Last Breath clears all stacks of Gathering Storm.
Updated: Cooldown: 80/60/40 - Physical Damage: 200/300/400 (+ 150% bonus AD)
ACTIVE: Yasuo blinks to the nearest visible airborne enemy champion to the cursor, instantly generating maximum Flow (including Overflow). Upon arriving, he suspends all nearby airborne enemies for 1 second and deals them physical damage.
Last Breath gives Yasuo 15% bonus critical strike chance for the next 10 seconds. Casting Last Breath clears all stacks of Gathering Storm.
As you can see (unlike Renekton's fury, which modifies his abilities depending on how much fury he has), Flow works by gradually increasing or decreasing ability effects, depending on how much is stored.
ON TO URGOT!
We all know this poor fella is a mess. Yes, he is used occasionally (even on the profession scene by Bjergson after he was beaten by it a series beforehand.... can't remember who), but overall he is just not scene, and quite ugly as well. So, that being said, here is what I was thinking:
Passive: Zaun-Touched Bolt Augmenter Current: Urgot's basic attacks and Acid Hunter reduce the damage dealt by his target by 15% for 2.5 seconds. Updated: Multi-Purpose: Urgot is either ranged or melee, depending on his distance from the target. Ranged attacks temporarily increase Urgot's attack speed by 2%, up to 10%. Melee attacks temporaily increase Urgots base attack damage by 1%, up to 5%.
Q: Acid Hunter Current: ACTIVE: Urgot fires a missile in a line, dealing physical damage to the first enemy it hits and refunding 20 mana if it kills its target. Acid Hunter can also directly target enemies affected by Noxian Corrosive Charge, passing over all other enemies to hit them directly.
Updated: (Now called Noxian Corrosive Charge) ACTIVE: Urgot fires a missile in a line between 0 and 1000, dealing small AOE physical damage and applying a slow. Acid hunter will pass over minions to reach target range, but will explode upon hitting champions.
W: Terror Capacitor Current: ACTIVE: Urgot shields himself for up to 7 seconds, also causing his basic attacks and Acid Hunter to Slow icon slow his target for 1.5 seconds while the shield holds.
Updated: ACTIVE: Urgot creates a force field around himself, slowing enemy champions moving away from him, and giving slight speed bonuses to allies moving towards him.
E: Noxian Corrosive Charge Current: ACTIVE: Urgot launches a corrosive charge to the target location, dealing physical damage to all enemies hit over 5 seconds and reducing their armor for the duration. Updated: Urgot prepares to jump. After a 0.5 second delay, he launches a short distance into the air, leaving a crater and stunning those around him. Upon landing, Urgot has a small speed boost for .75 seconds.
R: Hyper-Kinetic Position Reverser Current: ACTIVE: Urgot grants himself bonus armor and magic resistance for 5 seconds and channels for 1 second, Suppression icon suppressing the target enemy champion for the duration. Upon completing the channel, Urgot and his target blink to each other's locations, allowing Urgot to ignore unit collision for 1 second and Slow icon slowing the target by 40% for 3 seconds.
Updated: ACTIVE: Same
Urgot gains a shield equal to half his bonus armor and magic resist combined. This includes bonuses from Hyper-Kinetic Position Reverser.
These are just ideas. Any and all constructive critisism is most definitely welcome! If you like or dislike something, please explain why in detail. Thank you!
And finally, to CertainlyT:
First off, I want to thank you for Darius, Thresh, and Zyra. I absolutely love the way these champions impact the game, (and quite honestly, its hard to find a champion more awesome than Darius). However, that being said, your two most recent champions or Yasuo and Kalista are, to say the least, concerning. While the idea and concept is fantastic, this whole thing with almost unlimited mobility is frusterating to say the least. Now, I appreciate a good challenge, but in a game where mobility is golden, there is such a thing as giving a champion too much. I obviously understand that you are not the only designer of champions, and that each individual champion has to go through many stages of development. That makes me even more curious how those two even made it on to the rift. Are they overpowered? Not really, not unless Yasuo gets fed (then again, who isnt OP when fed.... Soraka?), but they certainly are most frusterating, and significantly detract from the joy of the game (at least in my case). Am I raging? No, of course not. I will continue to play and enjoy this game, regardless of what happens with these champions. However, I do think it would be wise to take a careful look at your champions before releasing, and maybe begin to realize just how much champions need to sacrifice in order to have such high mobility without being just straight overpowered.
Then again, these are just thoughts from my little S2 mind. What do I know?
Also, if Urgot does not look like this, then I will be severely disappointed. -_- [https://www.youtube.com/watch?v=TqeI_F7dhXU]