User blog comment:Slashingstrike/Master Yi Concept by SlashingStrike/@comment-1330314-20130810201618

Passive #1 is alright, except that it adds even less counterplay to Yi than there is now: currently, live Yi loses his bonus AD after 5 seconds of activating his true damage steroid. You should probably implement a way to counter this.

Passive #2 just steps on 's toes. I'd scrap it.

Your Q seems designed to nerf Yi's early game (and even then, not really, as picking a would cause his rank 1 Alpha Strike to deal 100 damage instead of the current 93), but in the late game its generous scaling would make him even more stompy/snowbally. If you look at the math, at level 18 live Yi deals 290 base damage with his Q, whereas yours deals 310 base damage and scales far higher. The removal of the cooldown reduction may be a nerf, but in the end it just brings him back to his AP state, where his poke dealt ungodly damage on a long base cooldown. The additional damage to monsters also makes him an even better farmer than he is now (and, in my opinion, Yi currently has the best farming capabilities in the game).

I like how you made Yi's heal interruptible, but otherwise you've given him a rank 5 damage reduction bonus at rank 1. There was no real need to remove his AP scaling, and the bonus armor and MR you gave him just makes him tankier overall even when not healing. One of Yi's current foibles is that he's super-squishy, giving him free defensive stats would just mitigate that weakness.

Implementing Double Strike as an active is interesting, but at high levels would become incredibly spammy (2 attacks per second would mean one huge damage spike every 2 seconds, not counting the reset). It also carries the problem of having Yi's damage spike a lot when poking or ganking, since he can just activate this immediately after an Alpha Strike to deal a huge amount of extra damage.

Highlander looks like the ability you changed the least. Personally, I find the reduced cooldown reset a little unnecessary (which ability are you trying to nerf through this?), but that's nonetheless okay.

Overall, what you put forth is a nice thought, but ultimately it accentuates Yi's current problems instead of fixing them: his early game is still weak (and even then, not by that much), but his poke and heal return to AP Yi levels of strength, and his snowballing potential increases even more. Personally, I don't think he needs a rework, but rather a few tweaks. If you update anything, I'll post more feedback.