Yasuo's Windwall

Young Might··4 votes·2,137 views

I think that Riot should consider changing Yasuo's W into a 2/3 charges ability that would have the wideness of his Q or maybe a bit wider The reason why i think this would be a reasonable change to do is because i think his Windwall is a bit too strong and can, in some situations, completely deny a full team combo (Braum R, Sejuani R, Irelia R, in a way, etc.) and not in a fun and skillful way, of course you need the reflexes to block such abilities, but with such a wide wall and being it a non-ultimate skin, i think it is a bit unbalanced and in a way a joykiller (it's a game, you should be having fun) And to finish off, I'd like to say that im NOT a Yasuo hater, i actually play him a lot, so you should be Reading this not only from the enemy's perspective but also from the Yasuo's one aswell GLHF!

17 Comments

FrozenFrostFyre2 votes

I've always thought it should either get a health bar OR only stay around for 1 second.

Smokin Penguin2 votes

The reason why i think this would be a reasonable change to do is because i think his Windwall is a bit too strong and can, in some situations, completely deny a full team combo (Braum R, Sejuani R, Irelia R, in a way, etc.) and not in a fun and skillful way

The funniest/saddest thing you can see in legue is  MissFortune   ulting and   Yasuo windwalling infront of her XD

of course you need the reflexes to block such abilities,

Unless they are right on top of you or use summoner 4 so that they can animation cancel, it doesn't require that much brain power to just w lets say a jinx ult and also because the windwall doesn't have an activation delay it just blocks the moment you press W

Young Might1 votes

yeah thats what im talking about! and yeah i know, but what i meant to say is that it isnt COMPLETELY BRAINLESS, altough it is easy to use

Stars Shaper2 votes

Yours is the first suggestion I'd give a try in the PTR to see if it works.

Young Might1 votes

ahahah ikr

FlameHalbrdOkido2 votes

u probably want what Riot originally wanted to give him a W that would cause him to do a short horizontal slash that would destroy any projectiles that it touched. I think many would agree that this would be better for everyone.

they should also change his passive shield to only proc if he casts an ability within 0.75 sec of getting hit by an ability

Young Might1 votes

exactly! that's what im trying to say

FlameHalbrdOkido1 votes

[{quoted}](name=DaGod Brosky,realm=EUW,application-id=A8FQeEA8,discussion-id=OtiTz3Wx,comment-id=00040000,timestamp=2018-09-03T14:24:30.490+0000)

exactly! that's what im trying to say

well u talk about the widness, but not the duration which was supposed to be short like a Fiora W, but would probably still allow him to move.

yeah it would be so much cooler than what he has now and require a lot more skill do u want the evidence I have?

I also have a slight rework idea for his 3Q and R if u'd like to see it that i think could really take him to the next lv in every sense of the phrase while also giving him more counterplay/balance

Young Might1 votes

yes the duration should/could also be tweaked, you're totally right and of course i'd like to see it!

FlameHalbrdOkido1 votes

[{quoted}](name=DaGod Brosky,realm=EUW,application-id=A8FQeEA8,discussion-id=OtiTz3Wx,comment-id=0004000000000000,timestamp=2018-09-04T08:57:43.777+0000)

yes the duration should/could also be tweaked, you're totally right and of course i'd like to see it!

here's my healthy and fresh lil update for Yasuo

Close Range Q's don't knock up. At Medium range Q knocks up a little bit and max range Q knocks up a lot. This makes the cancerous close range AA and Q's into Ult impossible, (because u can't dodge Q at zero range). Then add in a fall damage mechanic on his ult. The longer the targets were in the air the more damage they take. This would increase the amount of skill and counterplay for Yasuo.

They didn't let Azir use his E knock up into R knock up so the same should go for Yasuo

the further away the target is when the get hit the higher up they will be knocked up. When Yasuo ults it deals damage based on high high the target was. So not only is the Q and Ult about position and range but its also about timing. This also takes into account allied knock ups too, many players complain about how there are SO many knock ups in the game and for Yasuo that make's his ult too reliable. The fall damage mechanic that takes into account the height of a champion at the moment the ult was initiated also effects allied knock ups. This means Yasuo WON'T always want to use just any allied knock up because not all of them will give him a good amount of damage. I think the duration of the ult in addition to the damage should scale with the height of the knock up. But it would be kinda cool to possibly see Yasuo's 3rd Q at max range have one of the highest knock ups in the game which would encourage him to rely on his own knock up and less on allies', additionally if knock ups are timed correctly they will continually knock the targets higher and higher, it would be cool to see people trying to play around with that to see the highest "highest" damage Yasuo's ult can get.

heres the evidence for the Yasuo directional spell shield: https://www.youtube.com/v/QBLP83gfq10?start=473&end=548.

but basically the windwall should just have a really short duration, like 1 sec or less. Cause Yasuo isn't a tank, don't let him negate damage like one.

Young Might2 votes

okay, that idea is actually sick! i love that knockup duration idea you brought up! and i mean like, small knockups like Thresh's E could be used merely for positioning and gap closure since it would deal a small amount of damage right?

Young Might2 votes

i mean, if Yasuo uses his R as soon as Thresh E's ahah

FlameHalbrdOkido1 votes

[{quoted}](name=DaGod Brosky,realm=EUW,application-id=A8FQeEA8,discussion-id=OtiTz3Wx,comment-id=000400000000000000000000,timestamp=2018-09-06T14:10:49.159+0000)

okay, that idea is actually sick! i love that knockup duration idea you brought up!

thanks

and i mean like, small knockups like Thresh's E could be used merely for positioning and gap closure since it would deal a small amount of damage right?

Sure thats a good thought... but the main purpose of this idea was the reduce the amount of sources that Yasuo would WANT to ult on. Thus he either has to rely on his own Q3 or work with allies who have big knock ups to plan a HUGE knock up with good timing. Sure he could use Thresh E merely for positioning and gap closure if Yasuo wanted/needed to. But for the most part Yasuo might NOT want to because indeed the dmg would be much lower than normal, and on a lengthy CD Yasuo might not want to waste it.

Manes Shade2 votes

I agree with all of this wind wall stuff. That wind wall needs tinkering hard.

Maybe make his ultimate deal damage per second, lasts as long as the opponent is in the air, But it adds a small amount of airtime(For minimum damage). So you can activate it while they are going up and keep dealing damage until they hit the ground? Reward good reflexes, improve player skill, And make him still deal damage without making him OP?

FlameHalbrdOkido1 votes

[{quoted}](name=Manes Shade,realm=NA,application-id=A8FQeEA8,discussion-id=OtiTz3Wx,comment-id=0005,timestamp=2018-09-06T22:17:51.128+0000)

Maybe make his ultimate deal damage per second, lasts as long as the opponent is in the air, But it adds a small amount of airtime(For minimum damage). So you can activate it while they are going up and keep dealing damage until they hit the ground? Reward good reflexes, improve player skill, And make him still deal damage without making him OP?

interesting idea, it would be a good idea to my airtime dmg mechanic. Currently Yasuo suspends (specially non-reducible by tenacity or any other crowd control reduction such as Cleanse) enemies upon arrival and deals a flat amount of dmg. Your idea i really like it adds depth for the Airtime dmg mechanic. I'll amend it and add this it.

#All hidden mechanics are removed

P - RESOLVE: Yasuo generates Flow every 59 / 52 / 46 units he travels by any means. Wind Wall's CDR and width is increased based on current Flow at cast up to 7.5% and 500 units. At 「 100 stacks 」Wind Wall can be cast while moving, and CDR remains for the next cast.

Q - Steel Tempest TARGET RANGE: 900 EFFECT RADIUS: 200 THIRD CAST - GATHERING STORM: Yasuo consumes all stacks to unleash a whirlwind that travels an increased distance in the target direction, dealing 5% reduced damage per unit hit and knocking airborne the first enemies hit based on distance. Steel Tempest incurs a 0.25 sec delay and does not gain increased range when cast during Sweeping Blade Sweeping Blade. Landspout (<455): no knock up Dirt Devil (455-700): 0.5 sec knock up Twister (700-900): 1.25 sec knock up

W - Wind Wall TARGET RANGE: 400 COOLDOWN: 28 / 25 / 22 / 20 / 19 COST: 100% current Flow Yasuo pauses for 0.3 to create a gust of wind that travels in the target direction over 0.25 seconds to form a wall in front of him. The wall slowly drifts forward 50 units over 1 second. If cast while moving Yasuo creates a Wind Wall in a circle around him.

R - Last Breath TARGET RANGE: 1400 COOLDOWN: 80 / 55 / 30 Passive - Fall Damage: Yasuo deals additional DoT for every 0.25 sec the affected enemies are Airborn. ACTIVE: Yasuo throws his sword in the target direction. Upon hitting the visible airborne enemy champion Yasuo blinks behind their location, instantly generating Flow stacks for distance traveled but resetting Steel Tempest.

Upon arrival, he Suspends all nearby airborne enemies for 1 additional second, dealing physical DoT thereafter until they hit the ground.

TOTAL MINIMUM PHYSICAL DAMAGE: 150 / 175 / 200 (+ 150% bonus AD)

theres actually so much more room for outplay and actually skill expression in this kit now, now that all the busted mechanics have been removed.

FlameHalbrdOkido1 votes

Just posting the list of accumulated Rule and Code breaks that Yasuo has written into his mechanics

https://boards.na.leagueoflegends.com/en/c/gameplay-balance/zaApj34x-ban-rate-shows-something-is-unhealthy-for-the-gamechamp-not-how-powerful-they-are?comment=0003000000000000

all of these combined (and a few on their own) make Wind Wall seem like nothing more harmful than a lv 1 janna AA

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