Attempt at a Yasuo Gameplay Update.
Goal: to retain and increase the skill expression of Yasuo while reducing the frustrations of playing against him through better gameplay clarity.
Q, E and R are unchanged.
The following elements have been tweaked:
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Base stats should go up, to account for shield passive leaving.
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Intent (passive 1) now allows you to deal bonus crit damage to enemies marked with E. If you wanna fight them, fight. However E still has a lockout so you are ruining your chase potential by doing this. Yasuo now deals normal crits and should be balanced appropriately.
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Resolve (passive 2) has two parts: The shield has been removed and allocated to base stats.
The resource (flow) has been moved to his W. The flow bar now tracks his Windwall. -
Windwall is now up far more often but for less time. It lasts for 1 second. The flow bar tracks this ability. As long as he keeps dashing he will get Windwalls more quickly, but without flow he has no windwall (think unmounted Kled; ability is greyed out) Flow is still tracked in units, but units traveled using E count for more (double?). Ballparking at 2 Windwalls per wave in a flurry before he needs to wait for the minions to cd from the E passive.
Note: Yes, I am worried about the W giving its cd to the enemies like Vlad Q, but I think the tradeoff for more frequent Windwalls will balance that out. He can still hold onto the windwall cd if he really wants to.
Any feedback would be much appreciated, especially if I've overlooked something frustrating for the Yasuo or his opponents.
-LostFr0st