Idea for a (possible) Yasuo Rework
So as
Yasuo is a staple in our little game in League of Legends, there is much controversy on how balanced this man is. After sleeping one night, I came up with a possible rework for our little samurai(that would probably be very hard to balance but whatever). Please read only if you have time to waste or you are genuinely interested in my stupid ideas. <3
First, his Windwall and ultimate would become switched with one another. I am not saying that they would literally switch, but considering how useful his Windwall is it could most definitely be considered (at least by some) a possible ultimate. Changes would have to occur to them so make them actually fit into their role in Yasuo's kit, but I can list how I could see them changed.
-For one, his Windwall ultimate could have a larger cast range, is wider, scale size off of his movement speed, etc. This could also give Yasuo some buffs, such as immediately giving him the ability to launch a Tornado, his armor penetration, and/or other buffs. And, to keep the awesome animations that is the true Last Beath, it could grant Yasuo the ability to cast his original Last Breath ability for a short duration, such as
riven with her Wind Slash.
-As for his Last Breath ability on his W, it could be a simple extension of any knockups(0.1/0.2/0.3/0.4/0.5 seconds per rank) that also deals some damage, having a cooldown of (10/8/5/3/1 seconds). Possible rename could apply(suggestions: Wind's Wrath, Air Slash[for clarity, I will call this ability Air Slash for the rest of this post).
Secondly, we could move his passive Flow Shield to become a passive for his ultimate. -In doing this, it would make Yasuo extremely weaker in his early game, BUT allow it to be much more powerful, allowing him to gain a powerspike that enemies must be able to take note of.
Third, his E Dash would become an activatable ability that allows him to dash as he normally would before this rework.
-This makes Yasuo a much more difficult to both use and fight. With a limit to his dashing, he won't be able to freely fly across the lane most of the time. But by doing this, it could allow for a buff in this ability, having it stack for as long he can use his dashes and increase its damage as it does now. This would make him more deceptive, as while he cannot dash until he activates this ability, activating it now creates the threat of a high damage dash through your enemies that increases the more he dashes(think
but for a short period of time). Cooldowns between dashes would remain the same but cooldown for the ability itself could be (20/18/15/13/10 seconds) and last (4/5/6 seconds, increasing duration on every odd rank). Possible addition of the same aura I mention in the next paragraph for the duration of his ability to use Sweeping Blade.
Fourth, have his Steel Tempest now require 3 jabs before a tornado launch. -Yes, make it more difficult for out little samurai friend to make enemies fly. Some may think it is a stupid nerf, but it would allow for more pressure to be put into the laning phase. As Yasuo charges up his tornado, he could passively emit a damaging wind aura, which will peak when he can finally launch one. This aura would stay for a duration of time, independent of whether or not Yasuo has launched his wind's fury, with a duration that scales off of his Q's level(3/4/5/8/10 seconds) that deal's damage based on his attack damage(like everything else, or Riot could make AP Yasuo more threatening by giving this an AP scaling :p).
Finally, his passive. Reducing his crit multiplier early game would be a nice nerf, but I think that it should offer a new passive in place of his Flow Shield now being with his ultimate. -I offer the idea of having Yasuo's abilities having their cooldowns reduced by 0-1.8 seconds, based on level (excluding his Steel Tempest) for every Wind Technique he uses. This would consider his Tornado, Air Slash, and WIndwall as Wind Techniques (could have each dashes reduce cooldowns by half or even a fourth of the cooldown reduction, but I would think that would be a bit overpowered). -For his crit multiplication and crit reduction, it could most certainly stay the same but number changes are acceptable, such as having crit multiply based on level (1.1-2 times based on level).
So, in summary, I have an idea for a Yasuo with much more complicated skills that still resemble the drunken swordsman we both love and hate by the late game, but have him rewarded much more for being fed and put him behind if he fails to win his lane, putting him in a situation that many assassins know too well. Now remember, this is just a proposal to Riot and will probably never see the light in the League of Legends website, client, or anywhere, so be sure to comment your ideas on how we could make Yasuo even more overpowered :D
If you read this whole post through, I thank you for putting up with my long text and rambling of complicated abilities that probably won't ever see the game. <3