Talk:Yasuo/@comment-27364198-20160401021344/@comment-24496127-20160401172911

I have never seen a yasuo take 20% crit runes. That would make him die to a sneeze. Most people take attack speed since the changes to crit items since taking any crit runes just results i having too much crit after two items.

Trying to balance his ult cooldown around Yasuo building essence reaver is a pretty big red flag, because I don't think anyone builds it on him seriously, and if you're seeing that often, I really hope it's in a normal game.

I do think that his early game could be weakened a little, but adding a charge system that can refill so quickly and go up to such a high number seems like it would be an absolute mess to actually keep track of, and only really change how he plays at all until level 5 where it stops mattering.

I don't like the w change. Just seems like Yasuo shooting himself in the foot. Could be cool if the windwall consumed his flow but gained some sort of buff, but it would have to be something really good. Maybe wouldn't be so bad if using it caused his shield to pop if he was max flow, thus giving him a way to survive a tower shot maybe(which normally won't proc his passive).

My idea for changing E would be to give it a longer cooldown early, that resets to .1 second if you use it to kill a minion. By longer I mean very slightly longer, maybe something like 2 seconds of waiting if you don't kill the minion, that can scale down to a minimum of .5. That would make Yasuo much more predictable, but not completely restrict him. If the cooldown was set to it's current numbers if you dashed on an enemy champion or jungle monster, it would literally only be a nerf to his minion trains tha people seem to gget so annoyed over. A small damage buff to his e or maybe even an ad ratio would probably be needed.

Not bad suggested changes, just kinda going in the wrong direction imo.