Suggestions on Yorick @Riot

BIAKaboose·3/26/2016, 9:55:09 PM·2 votes·378 views

So I've been thinking for a while about Yorick, I know he is slated for rework (and sort of has been for years with no real progress in terms of the actual game, I know you're trying pretty hard Riot, no worries), and I've been trying to brainstorm some good ideas for how we could change Yorick into a similar personality but much less tedious gameplay for both sides.

For starters I'd like to say that I have no idea how the numbers would/should work out, and I'm not even going to give numbers beyond one case because I'm really biased and like Yorick a lot, so I'm avoiding that for the sake of him not seeming OP from just raw damage or timers on abilities.

Passive- Yorick's current passive is pretty cut and dry, for every summon on the field he gains 5% damage resistance and the same % damage bonus on auto attacks. For the changes I suggest this: Remembrance- The last champion Yorick scores a takedown on will remember their demise from the past life, granting Yorick's basic abilities extra effects depending on which one scored the last blow (or whatever Yorick hit them with last if he just got an assist).

Q- Premature Burial- Yorick buries an enemy alive, rooting them in place and dealing damage. Alternatively it could be a ground targeted ability that buries everyone inside, but that could be a bit too strong. Remembrance bonus- Premature burial becomes a stun and deals more damage based on the enemy's current health.

W- Crypt Swarm- Yorick summons a cracked tombstone on the battlefield, ghouls pour out of it dealing damage in an area to enemies struck. The tombstone could follow the same ward HP system or be assigned a value for counterplay if desired. Remembrance Bonus- Ghouls that strike the target manifest themselves as proper enemies, chasing down the target to slow and damage them even if they leave the area, ghouls could still be able to be killed like they are currently.

E- Grasp of the Dead- Yorick summons a zombie that runs in a line and latches to the first enemy hit, dealing damage over time and applying a decaying (Ha, I made a joke) slow. Remembrance bonus- Grasp of the dead terrifies the enemy instead of just slowing them.

R- This one is a 2ish part ability and I couldn't come up with a name for it, oh well. Passively Yorick can collect skulls from slain minions and monsters (large creatures and maybe champions could drop a large skull that equals 2), depending on how many he has on his person he will gain a bonus to his resistances and will gain a small amount of movement speed. Lose half skulls on death. Activating the ability does different things based on skull thresholds. At say 0-10 it is at its weakest, then maybe 11-25 is mid range, and having 30 gives the maximum benefit, those numbers are just so it doesn't take forever to get the full power, but he also doesn't just get to have the crazy strength immediately ready every time. This would also show up similar to Nasus' Q stacks, so the enemy could try to force an engage before he hits a threshold. 0-10 Yorick summons a weak golem made of bones, on arrival it deals damage in an area and fears nearby enemies briefly. 11-25 Yorick summons a sturdy bone golem, dealing more damage on arrival, and persistently slowing nearby enemies. The golem has more health and larger model size than the previous strength. The short fear would still be there, it just doesn't get any better. 30 Yorick summons a bone juggernaut, the juggernaut has all previous effects, more health and larger size than the previous, and will absorb damage taken by nearby allies (similar to bond of stone, but for all allies within a range). After a damage threshold the juggernaut becomes enraged, dealing more damage with its attacks as well as attacking and moving faster, but it stops absorbing damage from allies.

So now to some explanations since thus far it's been nothing but mostly bare bones "here's what you could do".

Overall thoughts- This iteration of Yorick still has a focus on summoning, but trades some of the invisible/confusing power into something more easily understood and easier to use. He would function as more of a supporty tank than his current spam bot which could be used as a means to not have crippling mana costs for the fear of him being too much of a lane bully without ever actually touching anyone. This could be viable for Top lane, support, and the jungle as well, meaning Yorick won't lose out on any of his currently played roles.

Passive- Not too much to say on this one, I was just thinking of something that could be interesting for if Yorick is actively participating in fights, roaming to help allies, or maybe even jungling and focusing on one area in particular. I think this would be a good change mostly just because as it stands currently he has a lot of invisible power in the form of free damage and resistances for his ghouls/revenant just being alive anywhere which leads to miscalculations because his ghouls can be out of sight and still buffing him.

Q- This is an ability that to me sort of just makes sense. Yorick is a grave digger, his taunt is literally "I will bury you... alive", it fits the theme pretty well, and is something that wouldn't be spammable and cluttering the field as much as his current ever-present, mana hungry ghoul army. It also gives him a form of disengage to help against enemy ganks or help his own ganks without adding even more mobility to the game. Just a simple spell with a couple of applications that would be solid and dependable.

W- This one is a little weird, I wanted to keep with the idea of Yorick having ghouls and having a way for them to continue over into the new kit without being as outright awful to deal with as they are right now, this way they get to continue existing as a graphical effect, and you can occasionally summon one or two of them in the right scenario without them being too overwhelming. The alternative I considered was a swarm of insects, namely spiders, but Elise has that one covered anyway.

E- At this point I wanted something that wasn't point and click or, like the tombstone is, mostly a fire and forget ability. The idea occurred to me that by having an actual skillshot that having some better numbers here would be more acceptable since it would take a bit more effort to do anything with. So I was thinking on something that would still fit the undead theme, and a way to have a bit of soft CC in his kit so if someone is out of range of premature burial he could slow them down long enough to close the gap and help make picks on enemies who step out of line. In theory this spell would have a somewhat slow travel speed, something akin to a Vel'Koz Q. Also when it comes to undead terrors, what is scarier than Re-deads from Legend of Zelda who inspired the idea?

R- This is probably the ability I'm the least sold on since I do genuinely like Yorick's current ultimate. That being said Yorick's current ultimate is such an unknown at lower MMRs ranked or unranked that I find myself needing to explain the ability to my teammates almost every single game. As it stands his current ultimate is little more than a bad Zilean ultimate, with the target still dying and only reviving for a limited window of time, meaning that if most people want the ultimate they simply pick Zilean instead, which causes problems when you ult someone who gets caught out just for them to flash a wall, run away from the enemy, and die again halfway through their recall. The new ult proposed removes that frustration of being a Yorick player whose ult constantly gets wasted by his teammates, while also not having a ton of upfront power every time it comes off of cooldown. It gives Yorick very defined windows of power and much more clarity for everyone in the game, plus counterplay in the form of A. You can kill the golem, just like how current Yorick you can deny the revive by killing the ghost. B. You can force fights before Yorick is ready, denying him the full (and immense) power that his ult can have if used on his terms. C. Similar to Olaf, Yorick with the proposed ultimate has to give up some raw stats to access that power, meaning that intelligent ultimate usage lets you wreak havoc while poor timing will leave you more vulnerable.

R continued- For the maximum strength golem the intent was to have an extra tank on the field, having it eat some damage up front and still be able to dish out a bit of its own with some light CC, making it something that the enemy team needs to decide how to fight, whether focusing down the golem while disengaging in the hopes that it will go down before accomplishing much, or simply letting it do its damage and eat some damage for its allies while you focus on more important targets. The idea is to create less binary interactions between teams and to have more abilities that aren't just "aim well, it'll do the thing". Good positioning would be important as the golem's damage absorb range would be rather small while the range of the slow could be a similar size, favoring engage/melee heavy teams as those teams can make use of all portions of the ultimate at the same time.

Thanks to everyone who took the time to read this whole thing, I know it's long, but I wanted to do the idea justice by at least giving a proper explanation. Did I do a good job? Do you hate every idea I've ever had? Let me know in the comments below, but keep in mind that these are very rough suggestions for a feasible and coherent kit that would still have a long way to go before being implemented. Have a good one everybody.

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