Hello you beautiful beasts. This post took me 3h to make, but I feel like this is something worth addressing.
I am a Yasuo main with an accumulated score on my accounts of almost 800k points and I'd like to suggest some changes on where to shift Yasuo's power. Yasuo should be strong in the mid lane against ranged champions, rather than a top pick against melees.
At the moment, Yasuo is really not a strong champion, because he lacks personality and his unique traits do not stand out anymore - he's a jack of all trades but a master of none.
I'd like to suggest where to shift Yasuo's power and give his opponents a better window of opportunity explaining the reasoning behind every ability and sum everything up at the end on how I consider everything will change Yasuo.
* **Way of the Wanderer**
Yasuo's power should be shifted into his _Intent _ rather than his _Resolve_ , even though the latter can easily be played around with the help of DFT or Corrupting Potion.
_INTENT_: Yasuo gains double the critical strike chance from all sources ~~but his basic attacks and Steel Tempest respectively deal 90% and 75% damage when Critical strike icon critically striking. ~~
_RESOLVE_: Yasuo generates a Flow stack for every ~~59 / 52 / 46~~ 60 / 55 / 50 units he travels by any means. At 「 100 stacks 」 and upon taking champion or monster damage, Yasuo consumes all Flow to shield himself for ~~100 - 510~~ 100 - 400 (based on level) for up to 1 second.
This massive damage shift may pose a problem, and may need to be nerfed accordingly to potentially 90% reduced damage for his autos and 80% for his Qs, whereas the reduced shield and the longer time needed for it to come back up is definitely a good direction to go towards.
* **Steel Tempest**
This ability of Yasuo is coded like an auto attack and is literally his second auto attack, adding onto his basic ones. I think the ability should have a bigger impact, but with a bigger coooldown. A strong hit once is more important than several weak ones. Another problem is that even though it's coded as an auto attack it can be interrupted by CC, which should definitely not be the case. If it's been casted, let the damage go through.
**Suggested Q: **
_STATIC COOLDOWN_: ~~4 - 1.33~~ 6 - 2.5 (based on bonus attack speed)
_PHYSICAL DAMAGE_: ~~20 / 40 / 60 / 80 / 100 (+ 100% AD)~~ 40 / 50 / 60 / 70 / 80 (+ 150% AD)
_FIRST CAST - STEEL TEMPEST_: After ~~0.54 - 0.18~~ 0.50 - 0.15 (based on bonus attack speed) seconds-delay, Yasuo thrusts his sword, dealing physical damage to all enemies in the target direction and granting Gathering Storm upon dealing damage.
_SECOND CAST - STEEL WIND RISING_: For the next ~~6~~ 6/7/8/9/10 seconds, Yasuo can gain another Gathering Storm stack by hitting an enemy with Steel Tempest, empowering it for the same duration.
Open for debate, but right now Yasuo gains nothing from maxing his Q, so I think giving it some extra duration in contrary to the recent nerf and a bit more damage would make the ability worthwhile.
* **Wind Wall**
Without a doubt, the most important ability of Yasuo. When played properly, this ability could win you a fight single-handedly, but that requires, like most of his kit a decent player. Make build towards that and make it even harder for players to use it properly. When used properly at high level, it should have a high impact, but when used improperly at the lower levels, it is absolutely wasted.
_COOLDOWN_: ~~26 / 24 / 22 / 20 / 18~~ 24 / 23 / 22 / 21 / 20
_WALL WIDTH_: ~~300 / 350 / 400 / 450 / 500~~ 250 / 300 / 350 / 400 / 450
* **Sweeping Blade**
I truly think this ability needs a complete overhaul. I cannot see how this ability should work at the current moment. It's a blessing and a curse. It opens you up to be abused when there are no minions around, but it can help you literally 1v5 when there are. I think something similar to what Graves has would be better. A dash ability that has its cooldown reduced based on how many autos, Qs you have hit.
* **Last Breath**
_TARGET RANGE_: ~~1200 ~~ 1000
_COOLDOWN_: ~~80 / 55 / 30~~ 90 / 60 / 30
_PHYSICAL DAMAGE_: ~~200 / 300 / 400 (+ 150% bonus AD)~~ 150 / 250 / 350 (+ 200% bonus AD)
Yasuo is supposed to be this smooth to play samurai with tons of outplay potential, but if he gets targeted CC'd he should go down. Right now he's played as an offtank due to the major power tank items offer to these kind of bruiser champions. Adding onto this are Yasuo's weak scaling and good base damages. Shifting the power towards scaling rather than base damage should encourage players to build AD and not tank items while relying on good base damage.
Most of this post is about some tweaks that should put Yasuo back in the mid lane, but I think the most important things to note are the fact that his Q should not be interruptible and that his E should get a complete overhaul.
Taking away power from Yasuo's _Resolve _ and putting into _Intent_ , giving him more damage, but a longer cooldown on Steel Tempest, giving him a lower cooldown on Wind Wall, but a smaller width, reworking his E similarly to Graves' and finally giving Last Breath more damage, but a bigger cooldown and shorter range, should still keep most of what Yasuo represents but take away power from his base kit and add onto his item build.
Please share your opinions with me. What you think is good and isn't, and what you yourself would do. Please none of the "Just remove Wind Wall" completely, I want a serious thread in which to discuss how to bring this Samurai to a healthy balanced state. Afterall, Yasuo means _healthy man_ in Japanese.