: What the fuck did you just fucking say about me, you little Wardens?
Old memes are old and stale. Jesus, this copypasta's been around so long I don't even crack a smile when I see it.
Snowman Arc (EUNE)
: What do you classify as Inting?
Lovely blog post, but "inting" still refers to feeding intentionally, as in, going into a situation with the intent to come out dead.
: Thanks a lot, I'll try your build out. So is there any item to really rush to against yasuo that would help a lot early game? Seekers armguard an option?
As a former(?) Yasuo main, I can assure you that there isn't an end all item you can rush against As Veigar. Like any aggressive laner, his goal is to jump on you, so yours should be to keep away. If he succeeded in getting close, then an extra chunk of armor isn't going to help; you are still very squishy. Your first item rush should probably be the components to a Morellonomicon, with few exceptions. Focus on building yourself up rather than countering your opponent unless you can't avoid scrapping.
: I think it has to do with play rates. If a champ has a lot of players, then they should have a lower win rate, while champs with lower player amounts tend to have higher win rates or something.
A Rioter actually addressed this poo t recently. Yasuo has a high play rate, but his player base is also really dedicated, enough that their collective experience keeps his winrate from being artificially lowered much. In other words, when yasuo's winrate is bad, it's usually the champ and not the players.
: Throw out auto attacks right..... He punishes for you for trying you know.. Nevermind I see you are a Yasuo main. You will blindly protect him no matter what.
You main projectile-dependent mages, if course you'll attack Has up. See, I can make pointless accusations too. It's because I've played a lot of yasuo that I know the pain points involved in playing him. When, say, a lux pops my shield with her auto, and I'm not in a great spot to immediately run in, I know I can't safely trade for the next 12 or so seconds. On a side note, I've been Maining kled and gnat for months now.
: This is disturbing me
I'm a graphic designer and even I'm not this anal retentive about the typeface. It doesn't matter than the names and roles use the same type, especially since your team's respective roles is the most important information to glean from your side, and the champions themselves are the important thing from theirs.
: He is incredible unfun to play against as a mage. This is a tipical case : you hit him he attack back you loose ~200 HP he loose shield. Next time he is near looses shield and you loose 200 HP, in case you continue to attack him he use his W, blocking any skills thrown at him. He poked you out of lane, you run out of mana and HP and he lifesteals back any damage. In case he got 1-2 kill lead on you he starts towerdiving you because the retarded ult puts him in safe range outside of the turret. He is not impossible to beat. He is so damn annoying that he is considered cancerous. If he were any worse he would be an ADC.
Remember that thing I mentioned about autoattacks? Players who know what they're doing throw out autoattacks to pop his shield and open up windows where he's vulnerable again. This isn't a discussion anymore, you're just venting.
: I hate his noob shield passive. Remove it and double the AD ratio on his Q. The double crit can stay thats what defines yasuo anyway.
The AD ratio on his Q is already 100%. I'm starting to think you haven't fully thought through this dislike of his shield. I mean, come on man, his shield pops involuntarily, with any autottack and it isn't even up as often as, say, Riven's. And even if you did take off his shield, there's still this underlying issue. Up until recently, Yasuo's problem was never that he lacked damage, and overbuffing that part of his kit in exchange for what little he has in survivability is only going to make him even more feast or famine.
: Im not saying delete him remove the cancer part of his kit at least 1 of them and buff his damage to be relevant im fine with that. I bet most of the Yasuo haters are fine with that.
There's a problem with that line of reasoning though. Without the incentive to build crit, we go back to bruiser/tank Yasuo. We've already seen what happens when Yasuo doens't have to rely on his crit passive for damage.
: Last time I checked we got promised a yasuo rework because he is tilting incarnate. Yes he is weak but he is still the most frustrating champion to lane against. At least remove the bs double passive. Double crit is enough for a powerful passive he does not need a noob protection as well. Then you can freely buff his damage.
If they remove his shield, then they also have to buff him to compensate, otherwise that's just deleting a huge portion of his power budget. I'm not sure if you've ever taken a good look at Yasuo's base stats, but he's as frail as a goddamn lux. He's a champion meant to excel against ranged opponents, and the means that riot chose to enable this is through three tools; his wind wall, passive shield, and dashes. In turn, these are tools that have counterplay, albeit chiefly in the form of positioning and timing, and when you do work around these tools, all that's left is a squishy melee-range meatbag, because shit tank stats are the price for his tools. If you take away his "windows of power," which he needs to function as a champion, then they have to give him other means to survive, be it through built in sustain or tank stats. I don't know about you, but I'd rather face squishy yasuo than tanky yasuo.
: Could you at least make him less frustrating to play against? Like reduce how far away from towers his ult can place him outside of tower range (so if he ults someone right next to the tower he still gets hit but if its at the edge he doesn't) and maybe give his E a charge based system so he doesn't get 7 free dashes every minion wave. If he got a charge every time he hit a Q on a champion it would at least give us some counterplay options. If he were more fun to play against nobody would mind a 45% win rate champion getting buffs. And on that note, is Fiddlesticks on your radar? He seems to lose if he uses any Keystone other than Predator.
No champion is fun to play against, and Yasuo have greater agency than most over how a matchup turns out doesn't make him especially egregious when compared to any other champion in the roster.
Torgal (EUW)
: Don't buff Yasuo
I mean, Riot doesn't seem to like leaving champions with a winrate in the mid-fourties.
: what are my chances of getting the chef tahm skin shard?
The odds of getting anything specific are very, very low. The system generates the loot from a pool containing every champ, as well as nearly every ward skin, every icon, and skin shard in the game. It is not worth it in this respect.
: i 100% agree with the OP. this community is full of nothing but children who either A) want to ruin it for you because they're insecure or B) don't understand the mechanics behind such a simple game and therefore become upset with any criticism they receive and report you after game. this community needs to mature. i also agree with the comments about the community killing itself; it's already losing viewer ship to other games, and i myself don't tune in to any of the professional LCS games any more. i've played for seven years, i've seen players come, and go, i've grown, learned and adapted as a person and as a LoL player, yet the community is still the petty childish monstrosity that it was seven years ago. but hey, i'm just some random dildo sitting at home in his mothers basement, right? riot games, league of legends, you both suck.
: Welp, you did it riot, pushed me to my limit.
: Changes aren't nerfs, rather they're things that can make the champion easier to balance. As it stands now, Yasuo needs to be pretty weak, otherwise he's oppressively strong (a trait that rengar had, although Yasuo perhaps isn't quite as bad). The E and Q I really like, and are pretty fun, so if he had a rework, I think it would just need to target his crit and windwall to give him a bit more of balanced playstyle
I actually meant to say that I'm inclined to *agree* that he needs changes. I made a typo in my original post.
: A Yasuo Discussion
As a former (current???) Yasuo main, I feel inclined to disagree that he needs changes, but perhaps for different reasons than most. Simply put, he isn't great at the moment. His winrate is sub-50%, only somewhat better for dedicated mains, and there's no real reason to pick him in any given comp.
: > [{quoted}](name=IronwallJackson,realm=NA,application-id=yrc23zHg,discussion-id=rAnXi7GZ,comment-id=0002,timestamp=2017-10-26T09:57:09.576+0000) > > How about I don't bring up your rank and you quit whinging on the boards? regardless of their post, rank shaming isn't cool dude ._.
> [{quoted}](name=AgeOfTheMage,realm=NA,application-id=yrc23zHg,discussion-id=rAnXi7GZ,comment-id=00020001,timestamp=2017-10-26T12:28:38.318+0000) > > regardless of their post, rank shaming isn't cool dude ._. Opinions about balance are dubious at best when coming from players at the bottom of the elo ladder. I would know; I pulled myself out of there and I'm hot garbage at this game, currently hardstuck silver 2. My opinions are just as bad as theirs. Also, I've seen them post here on the boards before, and while their beef with Galio's current scaling is pretty legit, the OP has a history of dubious complaints.
: I just left a game because Galios Q. Thought u should know
How about I don't bring up your rank and you quit whinging on the boards?
: What are your most beloved and most hated skins?
I fucking love Gentleman Gnar {{champion:150}}.
: I’m quitting league, and here’s why
: {{champion:86}} {{sticker:sg-ahri-3}} {{champion:240}} {{sticker:sg-ahri-2}}
This is true. I specifically pick Kled into Riven and rush Death's Dance so that she simply can't kill me.
JayJay01 (NA)
: IS IT NORMAL TO GO 1/6/8 IN A MORDE VS GNAR GAME AS MORDE? OR SHOULD I QUIT PLAYING LEAGUE?
Gnar shits on immobile tanks and bruisers, so it's normal to lose lane as Morde. That said, you probably should have played it much safer after your first death.
: Ah okay then, thank you for contributing. How do you feel about the keystone that reduces ultimate cooldowns? Will it completely break Vi?
Nah, the opportunity costs for grabbing that rune are significant, given that the inspiration tree gives no direct offensive/defensive boosts. Not only that, but Vi's ult has such a substantial CD that it would take **AGES** to actually proc the rune and lower that CD substantially enough to matter. As great as that lowered cooldown would be, I suspect Vi's probably going to want something that more directly impacts her jungling and/or how effectively she can dive, as opposed to how *often* she can do so.
Toshtok (EUW)
: that's exactly what he said, in urf yasuo is just yasuo. he doesn't get affected. in a normal game technically it's like playing a urf mode individually where everyone is in slow mo.
Why are you necro-ing a five month old thread?
: > [{quoted}](name=TwitchInMyPants,realm=NA,application-id=yrc23zHg,discussion-id=08zuT71P,comment-id=001b0000,timestamp=2017-08-31T22:35:55.741+0000) > > "Riot is looking to rework yasuo" in title > > "DONT TALK ABOUT YASUO GUYS OMFG" This thread encompasses 2 things. 1. Riot reworking a champion based on people's frustrations about playing against him 2. Fizz not being changed despite having the most uninteractive and unfun kit to ply against No where in the OP do i talk about making ideas on how yasuo should be changed
> [{quoted}](name=GlobDaBlob,realm=NA,application-id=yrc23zHg,discussion-id=08zuT71P,comment-id=001b00000000,timestamp=2017-08-31T22:39:59.272+0000) > > This thread encompasses 2 things. > > 1. Riot reworking a champion based on people's frustrations about playing against him > 2. Fizz not being changed despite having the most uninteractive and unfun kit to ply against > > No where in the OP do i talk about making ideas on how yasuo should be changed Riot is reworking Yasuo in large part due to him lacking a proper niche and him being displaced from mid lane. Frustration is a factor, but go ahead and read Meddler's notes if you want, but he states that his rework/rebalance/whatever comes form the former point and that no one would ever pick him if the wanted to actually win, barring the player being a Yasuo main. Edit: I forgot that in the askriot post someone brought up, they mention that Yasuo becomes increasingly nonviable as you climb. There's zero concern over his frustration issue, at least that I can see.
Kai Guy (NA)
: I'm not sold its better then braums shield. His mobility and ability to reposition to keep it in position is a big plus in my book.
You're absolutely right. Yeah, Braum takes damage and redirect it at himself, yeah he has to aim his shield, but being able to move it is a **big deal**.
: well... thats how braums Unbreakable Works. it does not destroy the bomb. its simply put directy on him, even tho, i aimed it behind him. so why schoud yasuos windwall destroy it and not braums unbreakable? so basicly if braums jumps to an ally whith his unbreakable activated, i have atleast a free 2-man stun.
Braum's W destroys projectiles, but only kind of. It mostly seems to function by redirecting them at himself, which is why he still takes damage and is affected by CC, while the specific hit that pops it deals no damage as per its effect. Yasuo's W **actually** destroys projectiles, end of story. They're two different abilities with very similar traits.
: Ornn Ultimate + Yasuo Windwall
TouchFluffyTail has got it. Doesn't matter what Orn's ult looks like; it's a projectile, just like a bunch of other ults.
: The Reason Kled Was Disabled Answer Thread
I cared. Shit, I had plans to play some yoloqueue, and I've been two-tricking Kled this season. I'm mad.
: > [{quoted}](name=IronwallJackson,realm=NA,application-id=Ir7ZrJjF,discussion-id=geNAoGdI,comment-id=0009,timestamp=2017-08-23T06:53:16.694+0000) > > The current state of ranked forced me to become something of a Kled one trick pony. Given my experience with Mr. Aggression, I can honestly say that tower diving kled is dangerous if his passive is up, regardless of whether his courage bar is close full or not. Don't do it unless you know for sure that you can get the kill before the remount or he just remounted in the last 30 odd seconds or so, because then he can't remount again. Recently I went back to ranked flex (solo is too risky with salty players) I haven't done ranked in months but I decided to go full on kled one trick on top lane and have played and won all 6 matches with kled top some lane phases were pretty easy even against jax because I'm used to alot of strong champions. Kled still has problems with Quinn, Teemo, with vayne coming slightly behind them. Quinn's nearsight blind, her back off and kiting is pretty annoying to deal when using most melee top laners. Teemo's blind (no shit sherlock me) but he can easily chase you down when you lose skaarl and out burst you early untill you get a hexdrinker. it can vary on the teemo player's skill since some of them I've seen can predict where to dodge my ult sideways. Vayne's hp damage passive and chase down, but other than that she isn't that strong, if you Q and E her before she ults you gain true sight on her. A tip from a kled main to you. Take tp and keep it untill + try to live untill you get 1200 gold for tiamat + get level 6. Then tp to bot tower (if enemy is pushed back to their tower) or tp to a minion or control ward behind or near your bot tower from behind or sideways NOT THE FRONT, then just ult and aim for the farthest bot lane bush or the enemy bot tower. You will always kill someone if the enemy is low but if they have higher hp you can still easily kill them but you can cost yourself a dead ally or yourself if you dive for too long but in most of my dives me and my allies got a double kill and sometimes the rare triple kill because of my counter gank. Kled right now is a hidden op champion that not many people can use well. he does have some serious problems that imo balance out his power. I've had junglers flame me for not engaging because I had no skaarl because they don't realise that Kled alone has the lowest hp in the game, he is the slowest champion in the game. Also Kled's dashing engages really stress enemy players alot if you use his E and R well you can jump long distances over the map. He is very good when chasing Tristana, Ezrearl, Leblanc, Zed, Veigar (ult goes through cage), and right now these champs are the hot picks from what i see so far. With kled late game I do surprise charges from behind alone while my allies attack the front since we now have a strong tank meta, you can chase off the carries (mostly mid n adc) while your team has time to kick the crap out of the support, jungler n top laner. His E is very hard for enemy players to stop because if he marks someone and that someone starts making a run for it Kled can just chase them away from any fight and kill or make em waste all their spells. this has caused enemy players to split to stop me chasing their allies while my partners just kill the other enemies or get dragons.
I don't usually rush Tiamat, but the level 6 TP bot is a pretty nice idea. I'll have to try it soon.
: Class in session: What do you do when you want to dive a Kled?
The current state of ranked forced me to become something of a Kled one trick pony. Given my experience with Mr. Aggression, I can honestly say that tower diving kled is dangerous if his passive is up, regardless of whether his courage bar is close full or not. Don't do it unless you know for sure that you can get the kill before the remount or he just remounted in the last 30 odd seconds or so, because then he can't remount again.
Glîtchy (NA)
: > [{quoted}](name=LadyRenly,realm=NA,application-id=3ErqAdtq,discussion-id=AMbJnj3j,comment-id=00020001,timestamp=2017-08-12T21:58:48.122+0000) > > I cant see him building it tbh, tear would set him back. Yasuo is stupid for being a lane bully and a hypercarry, he is set once he gets shiv+ie, tear would just needlessly delay that mid game spike the problem is is that Infinity edge makes his reduced crit damage from his passive non-existent which should honestly change.
No it doesn't. Yasuo has a multiplicative modifier on his crits, set at .9 for his AAs and .75 on his Qs, meaning those hits for 180% and 150% damage, respectively. Infinity edge then changes these numbers to 225% and 187.5%. Not only do his crits still do less damage than normal, the gulf widens further between Yasuo's crits and those of a normal ADC's.
: I currently have 15 gemstones I am waiting for them to actually make a skin I want before I use any of them.
> [{quoted}](name=Irelia Bot,realm=NA,application-id=yrc23zHg,discussion-id=2GijlFjw,comment-id=0008,timestamp=2017-08-11T06:02:55.974+0000) > > I currently have 15 gemstones > > I am waiting for them to actually make a skin I want before I use any of them. Bro, I hear you. I'm sitting on 17 myself, possibly more at the event's end, and I don't feel like getting any of the hextech skins. I either have skins I like better, or I don't play the champion in question.
: Full & Detailed Yasuo Rework Suggestion
**Clarification:** I ended my last post by suggesting you don't understand Yasuo's design. That isn't necessarily a huge slight, but I should still expand on what I meant. Yasuo's crit passive and ult ArPen both serve approximately the same function; damage steroid and build efficiency. Allow me to explain further. The crit passive, as it stands, serves as Yasuo's primary damage steroid (one of the things all skirmishers get), the incentive to build crit instead of bruiser/off-tank, a gate on his late-game power, as well as a freed item slot so that he doesn't have to build a third crit item. The bonus ArPen serves as his secondary steroid, and it is very good at its job. It lets Yasuo bypass the need for a Last Whisper item so he can kill tanks efficiently while also freeing up a second item slot. He's supposed to be good at killing everything. That's a built-in feature of his class, and unlike some other examples, like Yi and Tryn, he doesn't accomplish this through sheer, overwhelming damage. Now, why do two of his skills free an item slot each? It's so he can build some extra health and resistances. For all of his built-in safety nets, he's still easy enough to pop, and going full AD isn't a legitimate option like it is on a normal ADC. He couldn't reach optimal damage and also have the survivability requisite of an otherwise squishy melee if he can't buy extra defenses. Because he's a melee champ meant to reliably face ranged threats, you either make him beefy enough to shrug off harass (not good), or you give him situationally powerful defensive tools. The latter is more easily balanced because in exchange, you can make him much squishier, and that, in turn, lets you make him more mobile and damage-oriented as well. Every "melee carry," "light fighter," or whatever term you like for autoattack-oriented melee champs have a similar suite of tools as Yasuo, though none are exactly like his. Jax has counterattack, Fiora has Riposte. Yi has true damage, bonus AD, and attack speed steroids, Tryndamere has AD and ACTUAL free crit. Xin has his dash, and so does every other skirmisher. Due to the nature of League's ranged/melee divide, they all need these tools to function. Yasuo's kit is so synergistic with itself that one big change throws everything out of whack. You made several big changes and the end result is bad. Really bad.
: Full & Detailed Yasuo Rework Suggestion
I want to give constructive criticism, but almost everything about this rework is worse than the current version, save for his base stats. His crit passive makes his basic attacks awful, his passive shield is bad, and having it refresh faster while he's fighting makes no sense. Yauso wants to engage when his shield is up, not when it's down, and the internal cooldown means the accelerated regain will almost never be relevant. His Q is more difficult to use against enemies since one can bodyblock the crit for another and it does less damage 2/3 of the time. Also, I think this version takes even more attack speed to reach a worse CDR cap. The damage-blocking portion of his W is awful and more difficult to use reflexively, and then his ensuing damage mitigation isn't very good since Yasuo is very squishy to begin with. Braum's wall blocks only a portion of total damage because he's a tank and is beefy enough to take it. I don't actually mind the E changes too much, in theory, but increasing a damage value on an ability whose damage is only relevant early game isn't a good when paired with an aggressively small number of charges. You might have given Yasuo two on-point-wonder abilities. Finally, his ult's damage increase is nice, but damage is only part of the reason you have for ulting. Not really. The aoe and cc are still there, but his bonus arpen isn't, and that's actually a problem. Yasuo doesn't need total armor penetration; he does enough damage to squishies already. His **bonus** arpen is there specifically so he can kill tanks faster and not the back liners. This does the opposite of that. **TLDR**: Lots of number tuning *could* fix this rework, but it's bad beyond just the numbers. If you'll pardon me for throwing shade, I don't think you quite "get" why Yasuo's tools work the way they do.
venvi (NA)
: For me, it feels like it devalues the skins I've already bought. When Dragon Tamer Tristana came out, I already had rocket girl, firefighter, etc. But they were outdated, of course, compared to the new dragon tamer, right? I was like, wow, this is a really amazing skin. I need the newest and best looking Tristana skin. And it's a legendary so it'll be her best skin! I bought it, and it felt like in a mere matter of months, they released the, I think Bewitching? Tristana. I love that skin. I thought it was cuter than Dragon Tamer. And I felt... Horrible. I thought I was making an investment into a skin that would likely be her best skin for a long time. I thought that she wouldn't be getting another for a while, and I felt kind of tricked. I know that dragon tamer is a legendary and it's still special, but I like bewitching more, lol. It was SUCH a short time before I had already felt outclassed. And here's tristana with another skin. Lol. Newer and improved graphics and splash. It's the same thing for these star guardian skins. I own like 7 ahri skins because I kept buying them thinking I would have the best and coolest ahri skin for a while, but kept getting outmatched. I eventually gave up. I skipped Arcade Ahri even though I think it's still the prettiest skin for her, just because I'd already felt like I'd just wasted so much money on her. And good thing, I guess, because now there's star guardian and I'd feel like a dork for using arcade. At this point, I hardly ever buy skins. I feel like if I buy one, it'll just get a better version put out within 6 months if the character is popular enough, and I should just... not even bother. I keep feeling like a fool every time I put money on and get clowned by seeing a newer, fancier skin up for that champ in a matter of six months. I know that's slightly weird- you should buy it because you like it, right? I dunno. Maybe I'm odd. I do buy them because I like them, but I dunno. There's something special about "new and shiny" that makes me feel like an idiot every time I get the "new shiny" and a NEWER, BETTER SHINY comes out too soon.
In the case of Tristana, Dragon Trainer **is** her best skin. It's an ultimate, with new sounds, animations, particles, everything, along with the inclusion of a living, emoting gun. Admittedly, that last part is where my bias shows up in spades, but the basic gist remains. DT Trist is her best skin, and while her next two skins are nice, they aren't of the same quality. Just because you're drawn her new, shiny things like a magpie doesn't devalue older, better products.
Meteora (NA)
: New emotes are going to be a disaster waiting to happen.
If people want to BM, they'll BM one way or another, whether it's through taunts, spam laughing, mastery, or w/e. Adding these new emotes won't change anything except for adding a new way to BM.
: All of those but pull are considered Stuns+Airborne and can trigger Yasuo's ult.
Displacements all have disables attached to them as part of their effect, but they're still displacements.
Cowseed (NA)
: What champions have the most build diversity?
For my money, Kled's one of the more interesting cases in build diversity. Does he want certain stats for maximum effectiveness? Sure. But hey, as long as you're building a mix of damage, health, and or resistances, it doesn't matter how you get there. Full tank? You're a Q/Ult bot, but yeah, that works. Full AD? Build crit on that you will know what damage really looks like. Mix of both? Literally his standard build, add anything you want.
: My Thoughts on where League is headed.
I prefer shorter games to drawn out shitshows that last until someone fucks up. I'm enjoying the current state of League just fine from my silver trash heap.
: > [{quoted}](name=DJMason88,realm=NA,application-id=3ErqAdtq,discussion-id=vyPRnf5R,comment-id=000c,timestamp=2017-08-05T14:37:10.305+0000) > > "Ranged tank" Gnar, Thresh, current Draven.
Gnar is squishy as hell and only gets kind of tanky until he transforms into a melee tank. He's essentially a marksman until that happens, and until then, he's worse off than any true tank in the game, save for his chase and kite potential.
Arakadia (NA)
: You should consider that many melees have very little problem getting in melee range when their abilities are up. Yasuo for example has nigh to no problem getting to the enemy. Between his ult, his dashes, his crowd control, and his windwall, its not difficult for him to reach you. Every enemy is a stepping stone. Yes he is still peelable, but he doesn't have the problems some other melees have too. In addition, you can't give all melee's flat out better stats. If you give Fiora the ability to carry, assuming she is balanced, it is fine because Fiora has counterplay. You can predict W, you can position against vitals, etc. If you give Volibear the ability to carry, he is going to be extremely statchecky. You cannot dodge any of his damage and the only ability you can play against is his W, which doesn't even have that much room. TL:DR, some melees are very different from others and you can't just group all melees into one pile.
> Every enemy is a stepping stone. That's rather elegantly phrased. Nice.
: > [{quoted}](name=IronwallJackson,realm=NA,application-id=A8FQeEA8,discussion-id=0ccum108,comment-id=000100000000,timestamp=2017-08-05T09:13:43.828+0000) > > First, let me commend you for for very nearly equalizing your kit's approximate DPS with Yasuo's current DPS. Very nice. And now did that's out of the way, did you know Yasuo has one of the highest deaths per game out of all the champions in League? I, for one, didn't think he needed to be easier to kill. > > An on-demand shield *is* better than the alternative, but here's the thing, you still took almost half his shield. During any given engagement, Yasuo can get two uses out of his shield for a maximum value of 1020. If your Yasuo stacks both shields, he gets a total of 450+40%AD, which will only rarely be higher than 570 points, and still I'm not convinced that a cleanse is worth up to 450 points of damage mitigation **and the loss of his single most powerful ability**. > > I should have jumped on this earlier, but Windwall's sheer utility is a substantial enough portion of Yasuo's power budget that it's almost the sole reason why Yasuo gets outdueled by most other melee carries. Take that away and you're left with not only the weakest skirmisher in the game, but probably the lowest winrate champion too. What do you think about it now? I thought adding back the CC immunity was a bit too much, but now it completely blocks an attack, like fiora's W but without reversing the CC or doing any damage to the enemy. and i increased the shield even more both on W and ult. Upon casting yasuo disables all CC affecting him and creates a wind shield around him that lasts for _1/1.25/1.50/1.75/2 seconds_ which blocks the first attack from an enemy champion (Basic attack, ability, even summoner spell). If an attack was blocked yasuo gains a shield that absorbs _120/160/200/250/300(+30% AD)_ damage for _2/2.25/2.50/2.75/3 seconds_.
I'm starting to get this feeling like this is the sort of kit that balances on a knife's edge, and this ability is going to be a point of contention. It's very powerful, but not so much that it outclasses Windwall, so you're probably alright. Although, I'm now concerned that it's difficult to grok how much power went into his W, thereby balancing the rest of his kit in its absence into a real challenge. This is why Riot playtests extensively.
: > [{quoted}](name=IronwallJackson,realm=NA,application-id=A8FQeEA8,discussion-id=0ccum108,comment-id=0001,timestamp=2017-08-03T23:44:08.494+0000) > > Out of the many issues I see with this particular rework, my biggest is the crit debuff. Why would you knock off even more damage? You took away a full 25% of his dps. What in the world is the compensation here? A bit more AOE on his Q? I certainly hope that wasn't supposed to be enough. You can't just cut that much damage out of a champion's kit and expect it to keep working. > > You also removed loads of survivability from the kit by outright removing his windwall and knocking more than half the value off his shield. Oh, and he takes increased damage from his W too. Super. > > EDIT: Oh, and I forgot that his Q not only doesn't longer dealing oh-hit effects, but its damage is also strictly worse at all stages until you've got enough AD to hit the AA/Q break even point on live. This ability is terrible. Now that u mentioned it, you are right about the critical damage reduction. But many people see that he can get 100% crit with 2 items a bad thing, specially in low elo, so i did that trying to make him more fair to play against. I think the Cleanse on W and the shield, which is now increased, are enough to help him survive a gank for example and u can buy a QSS to get even higher chances of survival. Yes i split his shield on 2 parts, but tell me what is better... a shield that goes off on it's own when being hit, or a shield that can be timed whenever u need it the most. Plus when combined with the ultimate i believe it gives you more shield. I increased the crit and base damage on Q and added back the on-hit effects. But i did not add back the crit damage on his basic attacks. If u have any ideas how to make this "rework" better feel free to write it down. Maybe RIOT will see this post and will get some good ideas from you and other players.
First, let me commend you for for very nearly equalizing your kit's approximate DPS with Yasuo's current DPS. Very nice. And now did that's out of the way, did you know Yasuo has one of the highest deaths per game out of all the champions in League? I, for one, didn't think he needed to be easier to kill. An on-demand shield *is* better than the alternative, but here's the thing, you still took almost half his shield. During any given engagement, Yasuo can get two uses out of his shield for a maximum value of 1020. If your Yasuo stacks both shields, he gets a total of 450+40%AD, which will only rarely be higher than 570 points, and still I'm not convinced that a cleanse is worth up to 450 points of damage mitigation **and the loss of his single most powerful ability**. I should have jumped on this earlier, but Windwall's sheer utility is a substantial enough portion of Yasuo's power budget that it's almost the sole reason why Yasuo gets outdueled by most other melee carries. Take that away and you're left with not only the weakest skirmisher in the game, but probably the lowest winrate champion too.
: Yasuo ability rework idea
Out of the many issues I see with this particular rework, my biggest is the crit debuff. Why would you knock off even more damage? You took away a full 25% of his dps. What in the world is the compensation here? A bit more AOE on his Q? I certainly hope that wasn't supposed to be enough. You can't just cut that much damage out of a champion's kit and expect it to keep working. You also removed loads of survivability from the kit by outright removing his windwall and knocking more than half the value off his shield. Oh, and he takes increased damage from his W too. Super. EDIT: Oh, and I forgot that his Q not only doesn't longer dealing oh-hit effects, but its damage is also strictly worse at all stages until you've got enough AD to hit the AA/Q break even point on live. This ability is terrible.
: Yasuo wind wall bug
You were still inside the Windwall's hitbox, so when you used R, the projectile spawned inside of your character model, which in turn meant it was instantly destroyed.
: > [{quoted}](name=Eleshakai,realm=NA,application-id=cIfEodbz,discussion-id=ZPfF1QP9,comment-id=0006,timestamp=2014-11-27T17:38:03.851+0000) > > Maybe 1 in ~10 games(or about 1% of the people I play with if you extrapolate it out) um actually if you had any shred of math skills its more 10% of all games. here's some math bud, 1 out of 10 huh? so 1X10=10 and 10X10=100 so 10 out of 100 games = 10 percent. so before you be a passive aggressive rude typical league of legends community player. think before you type <3
Shadewolf (EUW)
: thornmail - less strength since rework
It's an item meant to reduce how much an enemy carry can use you as a moving health battery, and in that respect, this item is better than it used to be. Thornmail was never really meant to be an offensively-inclined item, and seeing as only a few champions could really use it that way, the loss of damage isn't anything I'll be mourning. Edit: The application of Grievous wounds, even as brief as it is, can't be underestimated. Attacking a Thornmail-laden tank will cut a Soraka's effectiveness on the ADC by half, it'll do the same for summoner heal, Judgement, and so on. The combination of GW , the cold steel passive, and literally any health makes Thornmail into a legit tank purchase instead of an ultra-niche thing that only Rammus and Malph have a real reason to buy.
: So, first off, lemme bring up your gripe with the Rek'Sai mini-rework; > For example, why did Rek'Sai have to get an untargetable ability? The champion design was solid, so instead of buffing her global map pressure or something she was meant to have, they gutted her global pressure entirely and replaced it with an untargetable ult. Riot stated pretty clearly that the direction they were taking with Rek'Sai was to move power _OUT_ of global map pressure, and into something that felt thematically appropriate (an execute), to bridge the gap between high tier play and low tier play. Also, it's not like you could target Rek'Sai anyway during either form of _Void Rush_, since pre-rework she moved too fast towards a tunnel to target, and post-rework she dives underground. And on top of that, altogether, they _were_ buffing something she was meant to have - Kill pressure. They did that in not only in damage buffs, but reworking her _Void Rush_ to be a powerful execute tool. --- Now, onto the subject of Untargetability in general; There are **7** Champions (by my count) who have some modicum of untargetability; Camille, Ekko, Xayah, Kayn, Zed, Rek'Sai, and Fizz. Each of their untargetability skills have some degree of counterplay (some more than others), and all also come at some cost. {{champion:164}} - Cost? It's her Ultimate. Counterplay? She can be knocked/pulled out of it to end it early. {{champion:245}} - Cost? It's his Ultimate. Counterplay? You can make him waste it on healing himself and deny him damage. {{champion:105}} - Cost? Mana and a modest cooldown, as well as a defensive ability. Counterplay? You can move away from it to decrease the AOE and damage. You can also make him burn it as a defensive ability. Kayn - Cost? It's his Ultimate, and he needs to damage a target to use it. Counterplay? You can take him away into a dangerous location or set up an ambush when he _Trespasses_ you. {{champion:421}} - Cost? It's her Ultimate, and she needs to damage a target to use it. Counterplay? You can escape from Rek'Sai's leap (though it requires good timing and some form of mobility), _and_ it's an execute, so it doesn't work quite as well if you're at high health. {{champion:498}} - Cost? It's her Ultimate, and her only real defensive ability. Counterplay? You can make her blow it as a defensive ability, and avoid the damage from her feathers. {{champion:238}} - Cost? It's his Ultimate. Counterplay? You can stun/lock down Zed immediately after, and move away from him to deny his damage. In short; chill, dude. It's _seven_ Champions out of _one-hundred and thirty-six_. Learn to play against them and it won't be a problem.
There's also Kled and Vladimir. The former becomes untargetable for a moment on dismount and the latter becomes untargetable with his W, but can still be hurt by non-targeted damage.
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IronwallJackson

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