Talk:Yasuo/@comment-28691223-20160917190913

After looking things up about Yasuo a bit deeper, in regards to what exactly put him into the great position he's currently at, compared to the state he was at earlier seasons, I'm finding that there are certain facts that gave a him an advantage (A bearable one, when good players come to face him) that would make him a slightly healthier champion, if taken care of gently.

Among the various such facts, the ones I want to emphasise are:

1. Yasuo's Q cast time/cooldown reduction mechanism that scales linearly with attack speed.

2. His passive's critical chance enchant that does not scale with his level.

3. Fervor of Battle-Keystone and it's linear scaling with champion's level.

4. The growth changes regarding champion's per level statistic increase made a while back, that made the scaling mechanism from linear to one that provides increasingly better per level stats.

Regarding (2), this allows him to scale majorly with critical chance pretty fast. (Especially with an overall great item such as Phantom Dancer)

(1), (3) Keeping in mind that Fervor of Battle must be a respectable keystone mastery and not too insignificant at level 18, along with the fact that Yasuo's Q cast time/cd reduction mechanism must be quite effecient by later levels to ensure he's the late game super carry he's supposed to be by then, along with the linear scaling that describes them both, one quickly realises that the benefits those two provide earlier in the game can't be that MUCH smaller and are in fact only linearly smaller than the benefits provided at his late game super carry state.

Now, when adding up the two above facts with the fact that due to (4), Yasuo's typical enemy's durability takes more time to become significant compared to the durability they had at previous seasons, you pretty much have the reason why Yasuo probably feels a bit too overwhelming to deal with by early-mid and mid game, already. (Especially when faced by squishies that typically build damage items first and due to (4), possess even smaller health pools/resistances than they used to)

Now, as a way to make him a bit healthier, if any changes were to be made, I would suggest to make his Q cast time/cd reduction mechanism scale from linearly to that of an increasingly rewarding (meaning that, if 100% bonus attack speed is needed to reach the reduction cap, making the last 1% attack speed point be much more rewarding than the first 1% attack speed one).

Perhaps, added to the above, his reduction mechanism could scale with Q's rank, linearly or not, so that levelling up Q also makes each bonus attack speed point more effecient. (Meaning that, Yasuo wouldn't get his full current Q reduction at earlier ranks of Q, even if he has the 100% bonus attack speed)

The above change would also make it so that Yasuo players would have to make a decision on whether levelling E or Q is better, depending on each current situation they are faced with, instead of having the scenario that always maxing E is the most efficient thing to do.