Master Yi Mini Rework idea 2.0

IArs3lynI·9/12/2018, 10:14:44 PM·7 votes·1,935 views

Hello, Everyone

First of all, I do wanna put down a few things that people should know, even though I play Yi with a heart and desire of both the lore and how easy/difficult he can be in lower/higher, as it brings a challenge to keep playing and further improve on him. But now it has come to my attention on the fact that Master Wuju man himself has became too dependent on the analogy of "Stacking". "Stacking" is referring to the Specific things that makes him become too much, those two are Conqueror and Rageblade, the gap between a "Stacked Yi" is too big. Logically this does put those 2 saying "those need a nerf" which I would agree, if it weren't for the fact that back on Patch 6.9 (see Below) they removed Devourer for almost the same reason and some other reason (Stacking in Jungle), this of course came with the Yi Changes to his ultimate, Highlander, on a previous patch. After those two patches, Master Yi started to have a hard time in general, but this wasn't because of the Item, but because of how his kit is as a whole, his kit was something that was never in tune to his lore to the fullest (his kit was poorly made too), and even so, it never stick to how he suppose to be, a Skirmisher Jungler.

What to do?

As you know, this champions kit is a double Edge sword, if it works it can be very hard to shut him down, causing everyone to waste everything to stop him at his tracks, but if even or behind he just one champion who isn't good enough as an ideal Jungle. In Jungle they have 2 different sources they can provide when they gank, 1 they can provide CC, champions that are tanks or bruisers provide some damage while provide a way to engage with to follow up with, 2 they can burst, Assassins provide high burst damage, even though they don't have a lot of engage, they have enough damage to push them off or even grant a kill or two. Master Yi don't provide any of that, even with red buff he still stands as a champion who doesn't fit this.

In lore sense, Master Yi is a Wuju Bladesmens, fighting with his blade and Chi, combining those two together and you got a powerful weapon, however the way he uses his Chi to increase his Strength is weird, not like it a power up, it should be used as a way to pierce through his enemy, both in passive and in active, as for the way he heals he shouldn't stand there as if he a tank, 60% to 70% with a very weak heal (that scales with missing hp) isn't a style of Bladesmens, he using Chi to enchant his body and his blade for better offense and defensively.

so now with that in mind I have a few ideas to bring Yi into a better champion, A Mini Rework can work wonders with this champion, he doesn't need an in-depth rework, but if needed to please engage with me in the comments below.

Goals

  1. Change Meditate into an ability that gives a "Soft" defensive power, can apply a small short soft CC, still, give a small sustain through battle and allowing him to fight in combat with W active
  2. reduce his late game power and lower the gap power between "Stacked Yi" and "None Stacked Yi"
  3. Improve his Q power and have a way to timely remove heavy stuns but still taking damages and removing Q critical damage
  4. make him think more on his damage output and less about spamming all his abilities

My Ideas Master Yi New W: Harden Chi Grants a small Aura that reduces damage from any source (excluding true damage) for a short duration. while the W is active any attack to an enemy champion, large monster, or epic monsters will stack of "Chakra" to a max stack of 5. at the end of the stack re-activate W to absorb the aura, gaining back a certain amount of hp (scales with Number of Auto Attacks) and sets out an explosion of magical damage that slows all enemies in a small radius. Note: If the stack isn't full then the slow nor the damage would come

Number of hits: 4 times Heal: 2% (+1% per 100 AP) X Number of AA to the max of 4 Slow: 35% for 1.5 seconds Magic damage: 25/50/75/100/125 Radius: 300(?) Damage Reduction: 25% (half against towers)

Q - Alpha Strike now you may think I'm aiming to buff this and you are most likely right, im probably am, however it a change to certain parts of his abilities, since it not as strong as it use to be, it needs more offensive power to help lack the loss of immunity he had at the time which is now gone for a good reason too. it allow him to get away stuff that should had kill him, but since he was gone for like 0.5 to 3 seconds it makes certain things such as ignite and DoT to not affect him. giving a lower his based damage and increase his scaling because of an idea that we will discuss later on will get you to understand (Look at E Wuju style for more information)

Damage Change from 25 / 60 / 95 / 130 / 165 to 25/50/75/100/125 new effect apply on hit from items only note: less Based damage late game, but now scale with on hit

No longer Critical for 60% total AD as bonus damage

E - Wuju Style

Not a lot is changing beside how it gonna scale with it, do like how good of true damage works with Yi so i'm keeping it however he wont take advantage his passive E, stacking rageblade and conqueror with his passive E made it too much which allow yi to hit way too hard when it not needed to. thus giving a new passive that makes him more fluent and losing that AD wont be much of a stress.

cool-down increase slightly (probably by 1 or 2 seconds)

Removed Passive: Master Yi gains 10% AD as bonus attack damage while Wuju Style is not on cooldown. new Passive: will now deal 10% of total AD as on hit damage

nerf Active E: from deals 18 / 26 / 34 / 42 / 50 (+ 35% bonus AD) to deals 14 / 23 / 32 / 41 / 50. ( +3% bonus AD) new effect: 20% of the true damage can now deal to towers (double tap applies 10% instead, rageblade wont proc with tower)

Highlander: revert the Patch 6.8 but nerf the attack speed for late game, being at 60% attack speed late game instead of 80% and the passive should only proc his Alpha Strike and his Wuju Style, making sure Master Yi doesn't have that strong of a defense power.

Passive new Effect: no longer apply the CD reset on his W.

Active changed: Cooldown increased to 75 from 85 Duration reduced to 10 seconds from 7 On-kill/on-assist duration extension increased to 4 seconds from 7

Questions i can answer now

Q: Why give Master Yi such high amount of on hit physical damage? A: Master Yi needs to be known as a high damage dealer to certain champion, his old active E was build to combat against tanks and squishy alike, however this should not be the case with a new Master Yi, when he active his E, his damage should be towards tanks rather then bruisers and squishy champions, when it on passive it should be more meaningful to use against squishy champions, here an comparison of his old active to his new active due to the new passive E >With E effect: regular 10 hits - 10 hits with double tap - 10 hits with rageblade and double tap >with passive E|--------------1780----------------------2136----------------------------------------------3560--------------------------------------------------------| >without passive E|---------------1440---------------------1728-----------------------------------------------2880-------------------------------------------------|

the goal is to bring in the old damage to his passive E but allow it to counter, so in raw damage it can deal that much in 10 hits, but some one with more then 100 armor can deal with this damage since it not true damage, peels and others can easy deal with this too. the true damage overall loss about 600 or more true damage at full build, so it less effective late game against squishy champions, however tanks should still fear this ability

Q: why make his W so complicated? A: it does sound like a lot to take him, but it all revolving on making sure his W is his heal and his engage, he gets rewarded for engaging and fighting. when he engages, it very hard to do this in general, his old W cant let him sit there and soak up damage, thanks to all the lanes he would gank against, he would have too much a problem to gain without his team engaging first, which is why reducing the damage reduction he gets and give him a way to gain CC and heal is amazing for him, but only if he apply his abilities right.

Q: why allow on hit to his Q, that sounds too much damage A: it not really, it a nice small boost to what he is, it applies to only his items, so it can be stop with armor still and it helps get rid of the Critical Yi that some players build on him.

any other Questions ill answer below, just make sure you out down "Questions" in your comment

6 Comments

Dark Royalty9/13/2018, 11:37:48 AM1 votes

Seems good i like it!

Need Gold 4 Tent9/13/2018, 11:44:46 AM1 votes

it allow him to get away stuff that should had kill him, but since he was gone for like 0.5 to 3 seconds it makes certain things such as ignite and DoT to not affect him.

Do you even know where the "I WAS IN ALPHA" meme came from? DoTs affect Yi through alpha strike.

FlameHalbrdOkido9/15/2018, 6:04:40 AM1 votes

i appreciate your passion to see Yi taken to the upmost limits of his theme upon realizing that he kind of fails his intented niche. I think that these type of reworks are the best because u get to see a champion at their maximum potential like WW and Irelia and hopfully one day Sona!

I see your passion and i reciprocate it, i shall offer advice and revisions!

I think your wording could be more concise and clear like Riots wording

For the the W a lot of extraneous wording can be tossed out. Tell me if I have betrayed the spirit of the ability. I also think that Yi needs some sort of pause in his constant action in which he does meditate as that is an important part of his theme, he did meditate after the war for a long time after all. The explosion radius seems good, its only a lil bigger than a Zed E. Also whats the duration on this ability? for the 1st cast and the 2nd cast? Whats the duration of the Chakra stacks?

New W: Harden Chi/Meditate First Cast: Upon casting Yi gains a stack of Chakra aura reducing damage for a short duration, while active any attack to an enemy champion, large or epic monsters grants an additional stack of Chakra maxing at 5 total.

Second Cast: Yi stabs the ground absorbing the stacks, healing a certain amount of hp (scales with Number of Auto Attacks) as long as he doesn't move. At 5 stacks upon casting Yi creates an explosion of magical damage that slows enemies in a small radius.

Heal: 2% (+1% per 100 AP) X Number of AA to the max of 4 Slow: 35% for 1.5 seconds Magic damage: 25/50/75/100/125 Radius: 300 Damage Reduction: 25% (half against towers)

Q ... so the only changes u made was nerf its dmg a bit, take away the ability crit, and allow it to apply on-hit effects? y?

E the new passive is still only active if E is not on CD right? A lot of people seem to hate E cause all its doing is giving him true dmg for free and he doesnt have to work for it. What do you say about that? What if it were changed to become active after 3 hits on the same target and only affect targets that he has 3 hits on?

R seems fine