User blog comment:Qwertyfatcat/master yi remake idea (edited)/@comment-4881935-20130330183836/@comment-4296199-20130330194905

True dat. Originally, I just wanted to buff AD Yi by giving a defense buff to help him survive in team fights. This was going to allow Yi to build like his old squishy self, but give him some chance to be in the team fight. Then, I thought "he also needs to impact a team fight cuz he only has damage". I know it's not much, but it means that Yi has more notable burst now for the laning phase whatever style of Yi he is played as.

I know I can't please both sides, but I want to make an idea to satisfy either sides somewhat.

Perhaps I did nerf the AP side too much, but I didn't change the late game offense too much by moving some damage to the new move. It was designed to have AP Yi players think about whether to do the unpredictable but weakened alpha strike, or commit to a combo burst as well as have Yi players decide whether to have bigger burst or more sustain. The passive change was to let AP Yi players have something for a passive rather than have a useless passive.

People can play him as an AD/AP hybrid, it's their choice. The main goal of this is to empower AD Yi, without giving up too much power from him other playstyles. Yes, I weakened early game for AP Yi and Jungle Yi, but I gave them choices for other offensive options. AP Yi, as I explained before, now has the player deciding whether to go with more offense or more defense but gives roughly the same offensive power against a single target and allows him to achieve the refresh from Highlander easier. Jungle Yi has weaker alpha strikes, but now has another move that can also help to gank as well as the new bonus from Highlander.

Well, all I can say is that I'm trying for this build, and that I've got too much free time to make speeches like this. If you feel that there is something wrong, give me a shout.

Btw, nice to see you comment on this page ClariS.