Talk:Yasuo/@comment-26203093-20160919062024

Ok, with the kit as I see it, some of his strengths are problems at different parts of the game.

His dashes are an important part of his identity, but the cooldown makes some of his matchups just unecessarily frustrating. I'd rather he had higher cooldown at the early ranks and higher base stats to compensate, than deal with 6.5 dashes per wave when combined with a windwall all the slashing and stabbing he's doing. increasing the window to 1 second, for an actual window of vulnerability, would be great. it'll also lower the issues when he's ahead: his ability to chase people down with impunity has been ridiculous. Most of the time, I consider it earned, but at higher levels and lower levels, there's either enough coordination to know to take the risk, or so little, a lane will just feed relentlessly.

I'd rather they put more power into his Q, and made him scale more strongly (non-linear AS scaling, but increased, for example) - especially so I can justify the following:

Then the windwall. So many directions it can go, but seriously; ANY spell shield in the game only blocks 1 spell, only assists themselves, and lasts for 1.5 seconds. With all these tradeoffs, and still being basically the same cooldown until later ranks, I find it hard to justify. That's an understatement: I find it unjustifiable.

So what would you prefer?

I'd be fine with almost any combination of limited blocks, duration, diminished size, variable size etc. in trade for reduced cooldown, and even - yes, completely original, I know - an ammo system. Reducing it all the way to 5 second cooldown, and lasting for 0.5-0.75 seconds or consumed on projectile would all be better to deal with.

Even if he'd have to be completely retuned, considering practically everyone I've ever heard even talk about him recently finds the windwall that frustrating - just maybe it should be changed to actually avoid that.