Talk:Yorick/@comment-24496127-20160909220822/@comment-28158401-20160909224415

I must agree that this rework seem really balanced. Like I haven't seen anything this balanced at launch since like forever. It feels all around quite

W indeed is a bit weak for some parts. The cast range really makes it very impractical to use as an engage or even set up for gank etc. Like if Yorick is that close to you, you are almsot begging for him to hit you with it. It is inside the range of his E so he can just put his ghouls jump on you so you are standing on a dangezone. And if a wild Yorick just starts walking to you, you need no Spidey senses to know get the fuck out.

The wind up on the wall is long enough to warrant slight increase in range imo. People will know to play around the increased range and a player aware of it should be able to dodge it when it is cast. You really have to be quite occupied with other stuff to not be able to react to it in time. There are a lot of more dangerous stuff out there that are far harder to dodge than this and even then, you can just smash it couple of times and you are free. There is quite a lot of counter-play to this and I understand why. With little to no counter-play it would be broken as duck and that is why Riot has taken tons of precautions to prevent that from happening. A bit too much really.

Still there are some aspects to his kit that need to bear some stress test before any changes should be done really. If they buff some aspects of him and then realize later that some parts of his kit are quite "problematic", they might actually dumpster him for couple of patches. And I'd rather see him be as is than end up like that. That is why I would be wuite cautious with the changes. We must remember the nerf policy Riot has.