Yasuo Rework Concept

Stacona·5/16/2018, 5:09:22 AM·2 votes·1,035 views

Instantly I am going to regret putting "Yasuo" and "Rework" in the title. Problems with Yasuo:

  1. Champions should not hard counter half the champions in the game (every ranged champion). Between spam dash, super long range blinks, no cooldowns, no resource, free wave clear, and long duration invincibility from ranged champions on a basic ability just is horrendous design; I made some overpowered concepts over the years when looking back at them, I got flack for those concepts, but no one bats an eye on Yasuo which is drastically more overpowered than my worse concept with a far more overloaded kit to boot. Yasuo from day one was a mistake champion and I still stand by that statement to this day. You can do a lot better with a weeaboo swordsman concept.

  2. Yasuo is just not fun to play against. Even if you pick a champion that hard counters Yasuo, i.e. Renekton for one example, he is still not fun to go against ever. I want to play something that I can actually play around if he messes up, but right now he offers no windows to do that (excluding wind wall, but the long duration helps mitigate that by a lot, but it is the only ability that has a meaningful cooldown and you can play around it somewhat).

  3. Honestly I think the best route to take Yasuo is treat him like a ranged champion. Have his Q and basic attacks share the same attack timer and then straight up remove the (non-exist) "cooldown" that was on it, you can cast Q whenever you basic attack is readied, casting it makes it where you can no longer basic attack since the attack timer is used. This fixes the doubling up on damage with Q-auto and makes Yasuo a lot more balanced just off of that, so you decide between the guaranteed long-range melee auto or go for the AoE skill shot version at a little more than double the range, acting as a short range marksman at that point. Then you can tune his kit without it being drastically overloaded.

  4. Besides for Wind Wall, which will get majour balance adjustments, give him an entirely new ability kit and the same stats a marksman will get. I do not think Yasuo needs to have a dash at all, not every melee champions needs to have a dash, and honestly it be better to give him something else instead anyways. He could still have a knock-up, but no reason it needs to be on his base kit, could just be summon the tornado that knocks up and does damage to struck enemies in its path. I am all about stripping off power from Yasuo to focus on a few things, his kit is way too overloaded to be healthy for the game and I want his unique elements to shine through, not him having literally everything thrown on it.


Attack Range: 225 units Attack Speed: 0.644 +4% per level Movement: 340 units per second All Other Stats: Identical to the average marksman, being treated like a ranged champion with melee attacks


Way of the Wanderer (Passive):

Yasuo gains 20%(+5% per 100AP), increased by 1% per 1% critical strike chance, bonus movement speed while out of combat for 5 seconds. Yasuo gains 20% of this value while in combat.

Yasuo doubles his critical strike chance, but his critical damage is halved.

Steel Tempest (Q): Cooldown: None; Range: 475 units

Passive: Steel Tempest shares Yasuo's attack timer, only being able to cast when he can basic attack, consuming the attack timer afterwards.

Active: Yasuo slices his sword in the target direction, dealing 10/25/40/55/70(+120%AD) physical damage to struck enemies. Steel Tempest is able to apply life steal at 35% effectiveness, apply on-hit effects, and critically strikes.

Hold: Yasuo automatically slices his sword towards the mouse cursor whenever Steel Tempest is available to cast.

Wind Wall (W): Cooldown: 40/36/32/28/24 seconds; Range: 400 units

Passive: Yasuo's attacks on hit reduces Wind Wall's cooldown by 0.5 second.

Active: Yasuo summons a moving wind wall in the target direction that is 350/400/450/500/550 units wide for 1 second, blocking and destroying all enemy projectiles that makes contact with it.

Sweeping Blade (E): Cooldown: 19/17.5/16/14.5/13 seconds; Range: 500 units

Yasuo dashes in the target direction, dealing 40/60/80/100/120(+50%AP) physical damage, can critically strike, to enemies that he passes through. If at least one enemy was damaged by Sweeping Blade, then Yasuo can cast it an additional time within 5 seconds; if the first cast critically struck, then Yasuo can cast Sweeping Blade two additional times instead.

If Yasuo casts Steel Tempest during Sweeping Blade, then Steel Tempest loses 250 range and strikes all around him instead.

Slicing Storm (R): Cooldown: 120/100/80 seconds; Range: 1000 units

Yasuo thrusts his sword in the target direction, summoning a tornado that travels in a line, dealing 200/300/400(+150%bAD)(+100%AP) magic damage to struck enemies and knocking them up for 1.25/1.5/1.75 seconds.


UPDATE NOTES:

Steel Tempest: Added a hold cast where it will use the effect immediately when available so the user does not need to constantly press Q, forced quick cast when using it this way.

Sweeping Blade: Returned it to being a dash, but with a long cooldown and has a slightly different style to it than Renekton's Slice and Dice.

4 Comments

ModWulf Helhammer5/16/2018, 5:14:54 AM3 votes

This isn't a rework.

This is a straight up gut rip.

This champion would be the most useless thing in the entire game.

FloRaider425/16/2018, 7:29:59 PM1 votes

Yasuo doubles his critical strike chance, but his critical damage is halved

Doesn't that mean his crits deal the same damage as normal AAs?

Cooldown: None; Range: 475 units; Damage: 10/25/40/55/70(+120%AD) physical; Interaction: life steal at 35% effectiveness, on-hit effects, critically strikes.

So apart from getting blisters from having to spam Q all day, is there a reason apart from maybe lifesteal and hit guarentee as to why you would ever use AAs instead of Q?

not every melee champions needs to have a dash

While I agree on that notion, I feel like Yasuo is one of the few champions where the dash makes sense for his theme. The Samurai character dashing through enemies while cutting them makes too much sense to completly remove IMHO.