Talk:Yasuo/@comment-26869721-20170125163931/@comment-31203455-20170202114444

Overloaded - Too many mechanics or mechanics that are too detailed within a champions kite. This could include (but not limited to);

- Multiple innate passives - Skills that scale with non-generic stats in the same skill as... - Skills that have the ability to interact with certain stats for bonus effects in the same skill as... - Skills that have multiple different effects on the same button in the same skill as... - Additional effects that could include crowd control - Multiple instances of defence on champions that should not have so many defensive capabilities - Rapid Cast skills with both gate-restricting passives and effect ramp passives - Skills that grant burst and crowd control in the same skill as... - Conditional skills but with in-built coddling mechanics in the same skill as.. - Passive mitigation refresh in the same skill as... - Skills that give damage buffs after using a burst skill. - Also, non-innate passive abilities that give passives as well as actives alongside other "stuffed" abilities. - (Ironically what I seem to be more than capable of) Walls of text on a champion's skill tool tips. - In general, a kit that is able to cover a large number of potentially desired situations. be they healing, damage, mitigation, crowd control or mobility.

In otherwords; too much shit going on and too many bases covered.

@ Lesdin: Well first off I use my brain to control my fingers. I also use my brain to make those same digits type out my grievances with Yasuo. Those grievances include; double crit strike, multiple defensive capabilities on a fighter/assassin and crowbarred in coddle-mechanics and (bonus) armour pen on his ultimate.

Double Crit Chance gives him more damage far more quickly than I can get armour to even hope to mitigate.

Multiple Defensive capabilities including items like Phantom Dancer along side Flow shield and Windwall. PD gives him everything he wants minus actual AD. Flow Shield allows him a good deal of safety and requires you to waste resources or else put yourself in danger to pop. Windwall shuts down everything with very very limited counter-play.

Coddle-mechanics = Long window to activate ultimate (even if the targets are toes on the ground) and positioning of Yasuo outside of tower range (which stops any punishment for diving or misplay there). Alongside his flow shield, I really don't see even the Magic Runeterra logic for his armour pen after ult.