[Rework Concept] Master Yi, the Wuju Bladesman
I saw some talk of Master Yi reworks a bit ago, and, being a Master Yi main (and somebody lacking inspiration as of late), I decided to throw this together. I actually did so around the same time the discussion occurred, but haven't posted it until now.
That being said, here were the goals:
- Make Master Yi's skill expression more clear.
- Emphasize that an on-hit build will deal damage over time, and a crit build will burst targets via Alpha Strike.
- Emphasize reward on blocking abilities with Meditate using good timing.
- Change out Wuju Style for something more interesting, which further emphasizes Master Yi's timing requirements.
- Reduce the power of stat checking.
Edit: Now that we've seen the goals, and I've gotten some feedback from some people (not specifically from the boards), here's the issues:
- Meditate's cooldown reduction, while interesting, is super unclear and actually just doesn't play nice, as Meditate is often an "attack me now, please" timer. This version will actively feel bad to play against.
- The new Wuju Style likely can't exist on the same kit as Meditate; I somehow failed to acknowledge that Master Yi's greatest strength, which I so often complain about and point out when playing him, is crowd control. The ability to eat crowd control will just make him more infuriating. The additional activations penalize you FURTHER for trying to CC him, which is his counterplay.
- Highlander has anti-synergy with his E (you can't be slowed or crippled, so you don't care about blocking them, but blocking them gives you resets and causes damage).
- It makes Master Yi too much about precision timing, unreliable ability effects, and covering up his own weaknesses in really strong ways.
- You have a super small window to activate E, which is low enough that ping will play havoc with you, it's easy to miss whether or not he gets extra activations, it gives him too many defensive options, and is just fiddly and awkward. It also strips away his on-hit effects, reducing the value in his passive and actually reducing the number of viable builds other than crit, because his on-hit synergy is no longer as strong (since this isn't reliable or as frequent). You also become super dependent on enemies being dumb and attacking you to access your damage.
Master Yi The Wuju Bladesman Fighter/Assassin
[P] Double Strike: Every fourth attack, Master Yi’s next attack strikes twice. The second strike deals (40% AD) physical damage, can apply on-hit effects, and can critically strike. If Master Yi’s primary target is killed before the second hit can go off, he automatically attacks another enemy within 300 range.
[Q] Alpha Strike: Cooldown: 14 second cooldown Passively, Master Yi’s attacks reduce the cooldown of Alpha Strike by 1 second. Upon activation, Master Yi becomes untargetable, striking the target enemy and bouncing up to 4 additional unique enemies in vision, starting from the target enemy and prioritizing the closest ones, before reappearing in front of his primary target and dealing 25/60/95/130/165(+70% AD) physical damage to enemies that he touched. Alpha Strike can critically strike, dealing (+90% AD) bonus physical damage. Alpha Strike deals bonus 75/100/125/150/175 physical damage to minions and monsters.
[W] Meditate: Cooldown: 36/32/28/24/20 second cooldown Master Yi meditates for 3 seconds, channeling and becoming immobile for the duration. During this time, Master Yi takes 50/55/60/65/70% reduced damage (halved against turrets), regaining 15/25/35/45/55(+12.5% AP) health every half second, increasing by 1% per 1% of his missing health. While channeling, the duration of Double Strike stacks and Highlander do not decrease. Being damaged by enemies while meditating reduces Master Yi’s other basic ability cooldowns by
- 10% against single-target or area of effect abilities.
- 5% against basic attacks.
- 4% per tick of damage against damage over time abilities.
Meditate resets Master Yi’s attack timer.
[E] Wuju Style: Cooldown: 18/17/16/15/14 second cooldown For .5 seconds, Master Yi cuts through all attacks, taking 50% reduced damage and becoming immune to crowd control. At the end of this time, if Master Yi blocked either a crowd control ability or reduced damage from Champions equal to 30% of his maximum health, or reduced damage from Monsters when there are no enemy Champions nearby, he slashes around him, dealing 40/55/70/85/100(+35% bonus AD) true damage and applying on-hit effects. If he was struck by a crowd control ability during this time, after 1 second, this may be reactivated again within the next 2.5 seconds, up to a maximum of 2 additional casts. This can be activated during Meditate, but will no further reduce incoming damage.
[R] Highlander: Cooldown: 110/90/70 second cooldown Passively, takedowns reduce Master Yi’s cooldowns by 70%. Upon activation, Master Yi gains 40/50/60% increased movement speed, decaying to a minimum of 20/25/30% increased movement speed after 1.5 seconds and lasting for 7 seconds, gaining 30/55/80% increased attack speed and becoming immune to all slows and cripples for the duration. Kills and assists during this time increase the duration of Highlander by 7 seconds, causing his movement speed to once again increase to 40/50/60% increased movement speed, which decays back to 20/25/30% increased movement speed over 1.5 seconds.