User blog comment:Nearthel/Yone, the Shadow Samurai/@comment-15077371-20160910180847/@comment-3391671-20160911030913

I agree with Slashingstrike about the velocity mechanic of Whirlwind. Nonetheless, this still feels like an instant-cast  or a  insta-third- cast. And if you consider that down-scaling duration... goodness, that is one quick Whirlwind that Janna and Yasuo would despise.

Ditto about the bow. I've already said below, but as much as you say it allows him to last hit, it means he can poke when playing top. There's also the fact that the bow makes it not as easy to last hit since he has lower ; it may not be much, but in the early game, with that lower, he's going to have a harder time last hitting. Plus, it becomes moot late game, so why even have it? You make me question why you want to make him viable bot since that's less of an intended mechanic and more of a. I would opt to remove the bow if its only purpose is "to be viable bot."

If plan to take up Slashingstrike's idea of making his other basic ability change to adapt to the bow, I recommend that Q becomes a skillshot and W becomes a ground-targeted AoE at the least.

I disagree with Slashingstrike's point about piercing arrows. It is true that they have the capability to break through armor and shields, but not always were they capable of that. If they pierced through armor and shields... those two items would have gone out of fashion before even the middle of the Medieval age. Also, "armor piercing bullets" does not equate to "armor piercing arrows."

@Nearthel: I will say bluntly that I am not satisfied with the changes made. There is also that fact that you did not even respond to my critique (although I will suppose it's because it is too long and you would rather have a TL;DR of it).
 * One thing I am glad is that clarification about the Shadow Realm. I still am distasteful of its concept and the roots of it, but you clarified it and I thank you for that.
 * I do not believe rescaling the damage will make this ability anymore satisfactory. Although you did make it a little more viable (although still weak in the early game), I recommend looking at what I criticized: "Q seems to be what I would say is a version of Yasuo's . All Shadow Slash does is poke an enemy with unsatisfactory results due to its mediocre damage and mediocre cooldown."
 * I'm disappointed with the damage and cooldown for sure, but also the fact that it does nothing unique, as it's a simplified and tasteless version of Yasuo's Q.
 * Even with that new duration, all you did was change the velocity of the Whirlwind from what I will suppose is 900 to 300 ~ 900 (based on level). However, this does not change my main gripe of this ability: its capability of a 900 range free knock-up with a 1200 . The only champion with a non-ult ability with that kind of range is 's  with 1050 range, but it has to be setup plus it's not unit-targeted (even if it was, she's not built to jump into the fray aside from when using  on arrival). Let's not forget that this removes 's Q+R unique interaction-blink effect.
 * Removing the limitations is not going to make that bow anymore unique, sir. All it does is remove the supposed burden the ability is supposed to carry. What is needed is more benefits. We don't need an ability that simply increases range up to 500, reduces damage output through AAs by % and locks abilities. What's the fun in the toggle then?
 * So remove the lifesteal and change the on-hit bonus damage to a max health damage? The only reason I haven't offered any advice on how to better the mechanics within Yone's kit is because I do not know the direction you are trying to take with him. As of now, I can only see this blog as a misconception of Yone, one that I am not willing to invest my time unless you reconsider how to tool his kit. The slight in the lore do not help either.