Make
Riven's Q a skillshot instead of making it go in the direction she's facing.
Allow
Sona to manually target with her Q and W.
Add the range indicator of Thresh's lantern to
Orianna's ball.
Make
Quinn's
Vault behave like
Cease and Desist so that CC applied to her during the animation only takes effect after she lands.
Make
Flash not automatically smartcast. Same with other skills like
Acid Hunter and
Lay Waste.
Add range indicators to every wall-jumping skill so you don't fail jumps due to the range indicator sucking.

Allow

Add the range indicator of Thresh's lantern to

Make



Make



Add range indicators to every wall-jumping skill so you don't fail jumps due to the range indicator sucking.
I've heard that they want to change Master Yi a bit more assassin like.
So you can expect that E changes.
What I'd expect to see:
P - Normal as always. Double AA is still very strong, whether having attack speed or not.
Q - Maybe add a small AD ratio to it. Like 50% bonus AD or something
W - It's fine.
E - Maybe "On-next-attack" effect. Like: "Passive: Gives bonus AD"
"When activated, Master Yi's next hit will reduce the enemy damage done by 15% and reduces enemy movement speed by 20%"
R - I dunno, I think it should stay the way it is.
So you can expect that E changes.
What I'd expect to see:
P - Normal as always. Double AA is still very strong, whether having attack speed or not.
Q - Maybe add a small AD ratio to it. Like 50% bonus AD or something
W - It's fine.
E - Maybe "On-next-attack" effect. Like: "Passive: Gives bonus AD"
"When activated, Master Yi's next hit will reduce the enemy damage done by 15% and reduces enemy movement speed by 20%"
R - I dunno, I think it should stay the way it is.



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Meiyjhe wrote:
P - Normal as always. Double AA is still very strong, whether having attack speed or not.
Q - Maybe add a small AD ratio to it. Like 50% bonus AD or something
W - It's fine.
E - Maybe "On-next-attack" effect. Like: "Passive: Gives bonus AD"
"When activated, Master Yi's next hit will reduce the enemy damage done by 15% and reduces enemy movement speed by 20%"
R - I dunno, I think it should stay the way it is.
Q's AP ratio would have to be dropped to 50% as well or else you're gonna have something really strong on your hands.
Also, what's the reasoning behind the E change? He doesn't have any problems catching up to people at all, and damage reduction on just one person? Not really useful. If it was more "assassin like" it'd just be a larger damage boost, with a longer cooldown.
Lugignaf wrote:
Also, what's the reasoning behind the E change? He doesn't have any problems catching up to people at all, and damage reduction on just one person? Not really useful. If it was more "assassin like" it'd just be a larger damage boost, with a longer cooldown.
Nvm what I said, im drunk :P
Now I look back I see how stupid that comment is xD



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NicknameMy wrote:
Actually, everyone of his skills has a long cooldown.
Because he's an "assassin." His ult resets all your cooldowns if you get a kill. Compare him to Talon or Fizz who just "one and done people" and go cry if they can't kill someone. Getting 2 assists makes it so you can re-do your damage, and you get more damage if done right too. <_<
If you want him to fit into the "carry" role, you're going to have to drop his base damages, up his scaling, and just make his primary function not split pushing.
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Topic of today:
Some options (you can bring your own option aswell):
1. Let him focus even more on Splitpushing
2. Make him a bruiser
3. Make him a pure AP
4. Make him a real assasin.
5. Turn him into my favorite, AP/AS Yi (You can find it here)
I would like to know from you, which type you would prefer and give a hint on how the abilities have to be designed.