Yi rework idea to reduce stat check + increase laning availability

Aparioss Frank·2/23/2020, 4:11:32 AM·1 votes·1,695 views

TL;DR: - Passive no longer gives Double hit, but R's CD reset + healing on takedowns. CD reset scales with level, but overall is less potent.

  • Q now can be used to poke or reach further target, and can be manually cancelled: Q ends at cast location, and can be reactivated to appear next to recent target.
  • W longer CD, but CD twice as fast out of combat with champs. Also W cant be interrupted in R. Also scales directly with missing HP, rather than amplified by missing HP.
  • E's active is now a passive, and gained an actual active that help with AoE/ ranged attack.
  • R no longer gives AS, but cleanse on cast, and gives more MS.

Even if you are a new player, if you look into Yi's kit, you would say "Wow this champ is all about AA". And that d be right. Yi has nothing useful to the team on his kit, except for extreme DPS, delivered via AA. This makes him quite a high-end stat check champion, often the subject of funneling strats. Either he gets fed, or cant out stat enough enemmies to kill them. As a Yi player myself, I can't help but feel that Yi's gameplay, in lane, jungle, or in team fight is lacking. In lane, you would sit back most of the time, and all in whenever ur laner makes a mistake, and misjudge ur insane DPS. As jungler, he has no CC on his own (Blue smite is accessible by everyone), and rely on laners to get ganks done. And lastly, Yi's team fighting is often decided Before Yi actually join the team fight. Yes, Yi's kit is so linear, most of the time its depend on the opponents making mistake more than on Yi making right play, because there is only so little flexibility in Yi's kit to make play with.

I aim to rework the champion in a way that keeps most of his identities (to be fair, every of his abilities is unique and identity-defining): A double hit, Alpha Strike, CD reset, Highlander, Meditate in combat, True dmg, Dps amp, Utilities that reduces DPS, good DPS, no CC, fast, and no escape. Meanwhile, I want to give him some more flexibility in gameplay while nerfing his single target AA Dps. Hopefully it may make him viable as a laner as well.

Passive: Champion takedowns reduce current CD of Yi's basic abilities by 30% - 60%, based on Lv, and heals him by 100% the Dmg he just took in the last 1 second.

    • The first part is a straight down grade from Katarina's Passive. The second may help with some burst diver build, or bruiser-like build. Having his resets earlier may help him be a real champion pre-6. But also the potency of the resets should be reduced.
    • I feel like the heal may stir up lots of discussions.
    • Also, Pls buff Yi AA range to 150. Getting body blocked ever so slightly make him lose his target, and this is so important in laning phase.
    • His Double Strike is one of the most abusable part of his kit: his hyper DPS on hit build is entirely dependent on his Passive - Phantom hit interaction. Scrap it for some real gameplay rather than just item.

Q Alpha Strike: Yi disappears, then strike the target and upto 3 other over the next 1.2s, striking upto 4 times (0.3s per strike). Each strike applies on-hit, and can crit like normal (1 crit check for all strikes in a cast). Repeated strikes on a target deal 25% Dmg (also affect on-hit dmg).

*** After the strikes, Yi appears at his cast location.

*** At any time, Yi can Reactivate Q to stop any further Strikes, and instead appears next to his last strike target. (naturally, this recast is locked in the first 0.3s, where noone has been struck)

CD: 16 - 10s Dmg: (nerf) + 100% AD + on hit / crit

    • More flexibility on his important gap-close, omni dodge, wave clear abilities. No more reducing CD with AA, and less CD reset amount, but lower CD otherwise: for such a key ability, its CD needs to be easier to track, and less dependent on other actions. Increased duration = more DPS penalty, but more dodging window. Apply on-hit to not punish on-hit build so much that they forgo Q's dmg. Also, no more bonus vs monster on Q (moved to E) so Yi cant annihilate single monster camp at lv 1 with just Q.
    • Yi ending Q at cast location helps with laning. It is still a long CD ability to be used as poke, and the target select is quite random.
    • Reactivating Q to appear may help with more creative positioning. Also, the DPS- reduction and dodging is now more controllable: in the past, it was difficult to make Yi's Q into a reliable dodging ability, since his Q duration is entirely dependent on opponents' spacing. More target to strike = less DPS, but more dodging duration, and vice versa: it's a trade off that cannot be controlled by Yi.

W Meditate: (mostly unchanged)

***CD: back to semi-ultimate like CD 35s

***Now cooldowns twice as fast if Yi is not hit by champion or monster in the last 4s.

***Now unstoppable while channeling within R duration.

*** Now heal based directly on %missing HP, rather than amplified by it.

    • Read R for reasons.

E ***Double Strike (trust me not the same) Passive: Wuju Style: Deal bonus on-hit true Dmg: 5-15 (+6% AD). Attack against champion or monster increase this bonus by 100% for 4s, stacking upto 3 times (Max: 20-60 (+24% AD)). This Dmg is doubled against monsters, and is reduced in Q's repeated strikes.

***Active: Yi prepares to strike in the targetted direction for 0.65s (reduced by bonus AS) (can also target enemies to lock on them instead) (During wind-up time Yi can still move, similar to Taric's E or Senj's W). After wind-up time, Yi strikes Twice with inhuman speed in the targetted direction, dealing Dmg and applying on-hit effects Twice to enemies in a cone in target direction. (Cone shape: 180 degree, slightly to the side, extends greatly forward 450 range) (Striking takes ~0.2 s in which Yi cannot move, similar to his AA delay) CD: 10s - 6s

Dmg: 40% - 60% AD (based on rank)

    • More of a burst, selfish utilities (for range and AoE) than a DPS braindead active. Either use this to clear wave, or to poke, to chase enemies out of range, ... not a complex ability. Adding 1 more active ability help with his pre-6, and an AoE helps him clear non- single target Jg better. Even with low CD late, I still expect this to be used only when needed (spamming at single target withing AA range should reduce DPS)

R Highlander: ***No longer gives bonus AS (nerf the DPS amp), but higher MS.

***Now cleanses CC on active. Now makes W uninterruptible. Also reduces E wind-up & cast time.

    • R makes Yi's DPS more reliable by helping him stick on target, But also Amps his DPS via AS buff. For me that's 2 much stats. I want to focus his R on mostly helping Yi's action to be more reliable rather than buffing DPS directly. W in teamfight should be easier now.

Give me ur thoughts.

1 Comments

Aparioss Frank2/23/2020, 4:17:48 AM1 votes

TL;DR: Passive no longer gives Double hit, but R's CD reset + healing on takedowns. CD reset scales with level, but overall is less potent. Q now can be used to poke or reach further target, and can be manually cancelled. W longer CD, but CD twice as fast out of combat with champs. Also W cant be interrupted in R. E's active is now a passive, and gained an actual active that help with AoE/ ranged attack. R no longer gives AS, but cleanse on cast, and gives more MS.