Talk:Yasuo/@comment-28691223-20160915164845/@comment-28977071-20160919091028

Berryeater usually has strange posts (as if he just ate some strange berries:) ), but now he posted some really good points.

Nazareadain and Berryeater are right about, only low MMR players are actually having resource problems, good players can manage own resource well by both not overusing abilities on minions (you use it to cs only if collecting all the last hits becomes impossible just with autos or if scoring cs proposes a threat of bad trade) and by not spamming'em on opponent mindlessly all the time (which is generally a terrible idea). I'm not even sure if " " was worse than the real one, as it'd incentivize the players to buy and as for me, that item sounds so promising on him with all the crit and CDR, if only he didn't waste the. Maybe the item'd be even able to grant free CDR from his. In that case being manaless is actually a disadvantage. Also, Berryeater, the new should be entirely useless, except for flat, on manaless champs- they don't even get the  now, as was the case with old item passive.

However, I agree with Azending about presence of definitely not negligible CC and stickiness:


 * We are talking about, a late game hypercarry. So we must naturally focus on his state late game-wise. Until then he is commonly played just as split-pusher.. At that point it doesn't matter what ability he was maxing first, he already has even the second one maxed out and his CC is much more than just cosmetics, it becomes a real teamfight contribution, once he starts joining teamfights in the late game (especially against -scaling teams, where also his AoE debuff has huge impact).


 * Again, has kit with many internal synergies and positive feedbacks, leading to incredibly enhanced late game mechanics. He might not have his  already maxed to get the low CD when he starts entering teamfights, but he also doesn't need to. Three crits with a bit of CDR is all he needs to have his  up and ready again. Late game  can be incredibly sticky because he can spam  every 2-3 seconds. Also his hash speed is neither low nor high, it is variating. The animation has fixed duration, but the ability is ground-targeted (unlike many other dashes that are direction-targeted). That can lead to poor dash speed of cca. 110 units/s at minimum range, but can get up to cca. 730 units/s at max range, which is approximately twice as much as a casual unit's movement. However, those values are based on his ability animation, which is out-dated imo. I tested  in game and I had a feeling that it took a bit longer than the wiki video suggested..