Everyone should know that right now, building Master Yi AD is not quite a troll move, but not really far. Being the very stereotype of AD carries, he kinda lacks well... carrying. Also, AP Yi is pretty much the least fun champion to play against. So, I created a thread that complained about it, and since people were intrigued by how I would go fixing his fun factor, I proposed a remake. Needless to say, saying "Remake Yi" is easy, remaking him is slightly harder. So, I went with their challenge, and reworked him.
My basic goals for this were :
- Make AD Yi feel useful : Less flat free stats, all abilities feel useful.
- Make AP Yi fun to play as, with and against : More play and counterplay choices.
- Make him feel more unique : Give him distinctive features.
So without (too much) further ado, here is my result. I skipped cooldown and costs for now, but they would be similar to what they are at the moment. The explanation of what I did and why on every abilities is listed after the kit.
Innate : Seven Lenses of Insight
Master Yi has + 300 vision radius. He can also see through walls and brushes at half his sight range.
Additionally, Master Yi benefits 30% more from critical strikes chance and damage.
Q : Alpha Strike
Master Yi dashes toward cursor slashing at his foes for 70/100/130/160/190 (+0.5AP) magic damages. Once at target location, Master Yi blinks at the weakest enemy and slash him for half the damages prioritizing champions. Minions, monsters and champions at lower levels take additional magic damages (150/195/240/285/330, 30% for champions).
Mana cost : 60/70/50/90/100
Cooldown : 18/17/16/15/14
W : Meditate
Passive : All healing received are enhanced by 10/15/20/25/30%.
Active (toggle) : After channeling for 2s, Master Yi enter a trance. His Armor and Magic Resist are raised by 100/150/200/250/300 and he becomes immune to Crowd Control. While out of battle, this will also heal him for 1% (+0.0025 AP) of his Max Health per second. Moving or using the ability again removes the effect.
Mana cost : 8/9/10/11/12 per second
Cooldown : 5s
E : Wuju Style
Master Yi's next attack deals (1 bonus AD) additional damage and reduces the target's vision. Additionally, Master Yi gains 5/8/11/14/17 AD for a few seconds. This effect stacks up to 4 times.
Mana cost : 25 mana
Cooldown : 8/7/6/5/4
R : Highlander
Increases Master Yi's movement speed and attack speed by 40% for 8/10/12 seconds, as well as making him immune to any slow effects for the duration. Additionally, killing a champion or scoring an assists during the duration will reduces all of Master Yi's ability cooldowns to 2s and fully stack his Wuju Style.
Mana cost : 100
Cooldown : 75
Now, onto the explanations :
Innate : Seven Lenses of Insight
Q : Alpha Strike
W : Meditate
E : Wuju Style
R : Highlander
If you have any question about any of this, ask away. If you have suggestions it's even better. Anything in this is VERY tentative and all feedbacks are appreciated, constructive or destructive; positive or not.
My basic goals for this were :
- Make AD Yi feel useful : Less flat free stats, all abilities feel useful.
- Make AP Yi fun to play as, with and against : More play and counterplay choices.
- Make him feel more unique : Give him distinctive features.
So without (too much) further ado, here is my result. I skipped cooldown and costs for now, but they would be similar to what they are at the moment. The explanation of what I did and why on every abilities is listed after the kit.
Innate : Seven Lenses of Insight
Master Yi has + 300 vision radius. He can also see through walls and brushes at half his sight range.
Additionally, Master Yi benefits 30% more from critical strikes chance and damage.
Q : Alpha Strike
Master Yi dashes toward cursor slashing at his foes for 70/100/130/160/190 (+0.5AP) magic damages. Once at target location, Master Yi blinks at the weakest enemy and slash him for half the damages prioritizing champions. Minions, monsters and champions at lower levels take additional magic damages (150/195/240/285/330, 30% for champions).
Mana cost : 60/70/50/90/100
Cooldown : 18/17/16/15/14
W : Meditate
Passive : All healing received are enhanced by 10/15/20/25/30%.
Active (toggle) : After channeling for 2s, Master Yi enter a trance. His Armor and Magic Resist are raised by 100/150/200/250/300 and he becomes immune to Crowd Control. While out of battle, this will also heal him for 1% (+0.0025 AP) of his Max Health per second. Moving or using the ability again removes the effect.
Mana cost : 8/9/10/11/12 per second
Cooldown : 5s
E : Wuju Style
Master Yi's next attack deals (1 bonus AD) additional damage and reduces the target's vision. Additionally, Master Yi gains 5/8/11/14/17 AD for a few seconds. This effect stacks up to 4 times.
Mana cost : 25 mana
Cooldown : 8/7/6/5/4
R : Highlander
Increases Master Yi's movement speed and attack speed by 40% for 8/10/12 seconds, as well as making him immune to any slow effects for the duration. Additionally, killing a champion or scoring an assists during the duration will reduces all of Master Yi's ability cooldowns to 2s and fully stack his Wuju Style.
Mana cost : 100
Cooldown : 75
Now, onto the explanations :
Innate : Seven Lenses of Insight
- Spoiler:
- First of all, I was very disappointed that his lenses weren't reflected at all in his kit/behavior (except a bit for his Q, maybe). So, aiming for a melee carry/AP assassin, I thought that vision would be handy, so I gave him extra vision, and the ability to check brushes slightly before facechecking them. The numbers are aimed toward a 1200 units vision range, meaning 750 units penetrating vision. That is by far longer than any wall, but still less than 65% of normal sight.
As for the combat statistics, well in the current state of things, a melee carry requires free stats. So I chose to give him critical hits (fits with the vision theme). What this means is that he'll reach max crit at 77%, and that with IE and mastery, his critical strikes will hit for 308%, instead of 260% (basically a second IE). These numbers somewhat frighten me and may be a bit too much, if I had to tweak, I would say 40% bonus for chance and half as much (20%) for damage. Basically, I would strike for less randomness (more crit chance), and less OP potential (less Crit damage).
What this allows is a mechanic that allows builds that center around Critical strikes to be a lot easier to access. As for AP Yi, you only need 1 Item to use it (probably IE or SotD).
Q : Alpha Strike
- Spoiler:
- First of all, I removed the randomness.
1. You dash to your mouse (which would mean a slightly bigger cooldown than currently) instead of bouncing around for a random amount of time.
2. You hit defined targets (whatever is between you and you mouse) instead of random ones somewhere around your target and other bounces.
3. It represents Alpha Strikes (that I interpreted as the same Alpha as in an alpha male), so I added the same bonus damage to minions/monsters (without the randomness), and chose to include even more gameplay choices (solo lane vs jungle) where you can punish lower levels, slightly.
4. It is a killing move, so it automatically targets the weakest target for at least 33% (50% out of 150%) of the total damage, even if he tries to juke.
Next, I slightly lowered the AP damage. Since you benefit a lot from resets (and this one is prone to offer them), you shouldn't be just spam Q for 5AP damage on their tank (and 4/3/2/1 on everyone else).
And lastly, you aren't as safe as before. Much like the katarina rework, I chose to seal away part of the power behind gameplay. If you want to do full damage, you have to either dash behind your target, or move to a location that isn't as safe (beside/behind your enemy) and dash through him.
W : Meditate
- Spoiler:
- First of all, I turned it into a meditation. You usually don't meditate for 5 seconds, you meditate for a couple of minutes. So I changed it from 5 seconds of trololo tanking, to a infinite time of threat mitigation.
What I felt were the downsides of the old Meditate and how I fixed them (imo) :
1. Abusive tanking in the middle of a fight : To reduce his tankiness while under pressure, I chose to leave out his healing while being damaged (didn't include the delay,, but I'd say 2s is something proper).
2. Abusive healing speed when stacking AP : I completely removed the healing while receiving damage. This means that a Master yi can now choose to miss a creep wave to heal fully, or heal bits and pieces between every waves if you clear fast enough (If you clear in 17s, with 5 seconds of walking behind tower, you will still heal up for at least 6.5% (+ 0.0165 AP) of your HP every waves, up to 9% (+ 0.0225 AP) if you have rank 5 and Spirit Visage. On a 1350hp Master Yi with 150 Ap and rank 1, that's 121hp per wave. on a 2.5k hp Master Yi with 500 AP and Spirit Visage with Meditate at rank 5, this means 506hp.
3. Irrelevant to AD Yi : Now stacks based on HP and has no time limit, so they can't just wait until you're done getting your 400hp back before wrecking you up. They have to choose between ignoring you (probably leaving a DoT + reduced healing such as Trist's explosive shot or ignite). Or focusing you down (since you won't heal back). In any cases, you will still be able to fully heal back to 100% health in 77 seconds in the worst case (no AP, no Spirit Visage, you are at 1hp and have no regular hp5).
Lastly, I chose to add % increased healing as the passive to mitigate the effect of spirit visage. It also helps with normal healing as outer sources (such as soraka) and natural regen (hp5 and lifesteal/spellvamp) also uses this stats. I feel this may be a bit unbalanced for Lifesteal, but that would require field testing, which I can't.
E : Wuju Style
- Spoiler:
- Wuju Style is about peace of mind, and understanding one's inner self; both you're and the enemy's. However, After the raid on his hometown, Master Yi developed a much more aggressive and violent Wuju Style.
The stacking bonus AD (which I said 12s, but would most likely be ~8s with a 8-6s cd) was to show both self-control and inner self, but also the building up of his rage and his more violent style.
The reduced vision (works like Nocturne's ult basically) is to show the knowledge of the enemy and exploiting his weaknesses
R : Highlander
- Spoiler:
- Exactly the same, except that it refills your Wuju stacks, because chances are that they tried to remove them from you, and that the reset isn't a full reset. Basically, I feel like bunny hopping everywhere should stay Katarina's trademark. So I chose to leave a flat 2s delay on any cooldown that had longer remaining. This means yo ucan still dash around like a madman wearing hextech multi-goggle, but you can't get a pentakill within 1 seconds only because you have low ping.
If you have any question about any of this, ask away. If you have suggestions it's even better. Anything in this is VERY tentative and all feedbacks are appreciated, constructive or destructive; positive or not.
Last edited by ploki122 on Wed May 01, 2013 6:51 am; edited 7 times in total