yasuo partial rework concepts

DarkTree1·2/21/2019, 10:13:57 AM·1 votes·685 views

it's real 80% banrate hours! let me focus on frustrating aspects of yasuo's kit, attempting to tone down or remove them

passive: depending on who you ask, people will usually say one part of his passive needs to be straight up removed - either his double crit or his shield, when he has both, his innate is somewhat overloaded unless the shield is garbage or the crit damage reduction is almost not worth it - and it's neither right now! i'll come back to a potential rework concept once i get to his w

e: the classic infinite mobility skill! in my opinion (although this might be bad for gameplay), instead of yasuo's consecutive E casts giving additional base damage, they should reduce the base cooldown on it (not the individual target cooldown), with the default cooldown of his E being around 1.25 seconds long - might help influence the "gathering storm"/scaling energy aspect of his kit better. in case that was incoherent, E starts at around 1.25s cooldown, upon being casted twice, goes down to 0.25s cooldown (0.5s reduction per cast), instead of gaining damage.

w: the dreaded windwall. here's how i think his W and passive should work in conjunction

Passive: Yasuo gains Flow by moving, up to a cap of (arbitrary number) Flow. Upon reaching 75%+ Flow, Yasuo gains bonus movement speed, flat dash range on his E, as well as light damage reduction (4-16%?). Dashing with E gives additional Flow.

notes: the damage reduction could be replaced or supplemented by tenacity or crit chance. IE 75%+ flow = 10% DR and (arbitrary number) crit chance at level 18

W: Yasuo throws out a wall of wind, consuming 65%(?) of his current Flow. The windwall moves slowly forward, dissipating at the end of its range. Based on the amount of Flow Yasuo consumed, the Windwall absorbs enemy projectiles.

notes: wouldn't be able to put exact numbers on this as i don't know how flow and movement units are calculated exactly, but for example, 20 flow = 2 non-minion projectiles, 40 flow = 3, 60 flow = 4 etc. would obviously have to be specific coding for something like a miss fortune/lucian ultimate, but it would be slightly less, if not a moderate to large amount less of a balance issue

my main goals were to give windwall a cost/penalty of some sort, and make flow a resource instead of just free shields. if the effects aren't impactful enough, one could also give Q a cost of some kind like this:

gathering storm stacks: don't go away after 3, but tornadoes are not automatically fired at 3 stacks. instead gives light stacking damage or crit chance.

while at 3 stacks of gathering storm and being above 75%(?) flow, yasuo's next Q will consume the stacks to fire out a tornado. a part of yasuo's flow is also consumed (optionally, dealing bonus damage based on flow consumed).

anyways i'm tired, numbers are entirely changeable

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