[Featured] Master Yi visual upgrade and kit rework

  • I can answer a couple things about the kit in the... 15 or so minutes I have here - sorry there isn't much. Solcrushed, who is handling a lot of the tight-end balance will be around in the afternoon, I think.

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    <table cellpadding="6" cellspacing="0" border="0" width="100%"> <tr> <td class="alt2" style="border:1px inset; padding:10px;"> Playstyle and Kit </td></tr></table>
    Overall, none of his targetting paradigms have changed - nor have any of the abilities changed in their use case.

    The majority of this was scaling, timing, cleanup and a couple minor retouches.

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    <table cellpadding="6" cellspacing="0" border="0" width="100%"> <tr> <td class="alt2" style="border:1px inset; padding:10px;"> Alpha Strike </td></tr></table>
    For example, Alpha Strike now scales off total Attack Damage, deals physical damage and has some light interactions with critical strike and attack speed.

    Hitting an enemy will reduce the cooldown of Alpha Strike - while critical strike will add mini-crits to the skill based on your critical strike chance and damage.

    Alpha Strike will have fixed travel time between bounces - so an Alpha Strike on 4 targets will give you a consistent time of untargetability, rather than being proximity based. This also means that your opponents will have a better sense of when you'll fade back in, so good luck on that.

    Alpha Strike has lost its AP ratio... for now. We're experimenting with some models here under-the-hood for a pure AP playstyle - unsure how it'll fully pan out.

    Alpha Strike now counts as movement for the purposes of items such as Statik Shiv.

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    <table cellpadding="6" cellspacing="0" border="0" width="100%"> <tr> <td class="alt2" style="border:1px inset; padding:10px;"> Meditate </td></tr></table>
    Meditate has changed from a flat armor / magic resistance boost to a % DR model as penetration was causing really weird damage potentials against what is supposed to be one of Yi's primary defense mechanisms.

    It also restores more health the lower health you have - meditating at lower health will provide a bigger damage buffer / health restore in general than meditating at high health.

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    <table cellpadding="6" cellspacing="0" border="0" width="100%"> <tr> <td class="alt2" style="border:1px inset; padding:10px;"> Wuju Style </td></tr></table>
    Wuju Style has been changed from a flat boost to a % boost in total attack damage. This smooths out his power curve a bit better based on how well he's doing throughout the game, rather than spiking early at around level 9 and then really needing to snowball off a couple kills to remain decent.

    Wuju's style's active now deals true damage based on a % of his total attack damage - Master Yi needs to be a threat, regardless of who he's attacking - but the damage difference between destroying squishy targets and piercing high armor targets was getting a bit absurd.

    In general, Wuju Style will add less attack damage early but more and more as he builds additional Attack Damage and ranking it. We've compensated some of this early damage loss with an increase in base statistics and survivability.

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    <table cellpadding="6" cellspacing="0" border="0" width="100%"> <tr> <td class="alt2" style="border:1px inset; padding:10px;"> Highlander </td></tr></table>
    One of the things we noticed from continuous playtests was that the more you made Yi focus on Alpha Strike and Highlander gameplay - the more of a restriction Highlander became.

    One of the primary skills a player needs to know while playing Yi is when to engage a fight - but seeing so many opportunities pass by because you were waiting for an apparently unrelated cooldown (Highlander) seemed counter-intuitive for the build.

    Highlander now has a passive/active component - the passive restoring basic cooldowns on kills and assists - while the active keeps the speed benefits that the original highlander had. Note, however, that Highlander will not reset itself passively or actively.

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    <table cellpadding="6" cellspacing="0" border="0" width="100%"> <tr> <td class="alt2" style="border:1px inset; padding:10px;"> Double Strike </td></tr></table>
    Double Strike was operating in a burst paradigm that seemed antithesis to the continuous threat pattern that we wanted to build up - Especially with Alpha Strike becoming a larger part of threat for AD - this spiked his assassin pattern to an unhealthy level.

    Double Strike has been retuned as a building-up paradigm. Every 4th attack, Master Yi's next attack will strike twice for 100% damage and 50% on the second hit - but he must use this additional double strike within the next couple of seconds - This also had some neat synergies with the retuned Alpha Strike and Wuju Style.
  • Quote:
    <table cellpadding="6" cellspacing="0" border="0" width="100%"> <tr> <td class="alt2" style="border:1px inset; padding:10px;"> Xypherious, will Alpha Strike attack range be cleaned up? It is almost impossible to predict what it will or will not strike. Sometimes it hit the champion FAAAAAAARRRR away in the back and sometimes the 5 minions in front of him. </td></tr></table>
    Alpha Strike's bounce range is 600.

    Added the UI secondary radius indicator on Alpha Strike.

    Alpha Strike will now prioritize the closest target that has not already been hit by Alpha Strike.
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    <table cellpadding="6" cellspacing="0" border="0" width="100%"> <tr> <td class="alt2" style="border:1px inset; padding:10px;"> So, we'll be able to use AP Yi's farming talents to build up gear and then go late game AD Style basically? </td></tr></table>
    Not particularly - If you ignore proper usage of Alpha Strike, Meditate and Wuju Style - you're going to be in quite a bit of trouble.

    Additionally, casting Highlander right at the beginning of the fight is no longer the de facto play.
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    <table cellpadding="6" cellspacing="0" border="0" width="100%"> <tr> <td class="alt2" style="border:1px inset; padding:10px;"> Will it keep the initial position reset if first target dies during Alpha Strike? </td></tr></table>
    Yes - even if I personally think it's unintuitive - it leads to some interesting lane play, so there's definitely some gameplay gains there.

    We should probably expose that at some point in the tooltip now that I think of it.
  • Quote:
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    Originally Posted by Wezz View Post
    PLEAsE KEEP HIS VOICE!
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    We brought back his original voice actor. You're good.

    Oh, and someone was asking about the taunt. He's still got it. We wanted to preserve most of the lines people expressed attachment to in addition to expanding the script.
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    Originally Posted by Hellpyre View Post
    If I'm reading this right, while this might feel better, doesn't it reduce his damage in every situation except for stacked on-hit damage bonuses?
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    Not really, while pure damage wise it may be a wash, the interactions with Wuju style and Alpha strike make it so this version brings more to the table than just flat damage.
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    <table cellpadding="6" cellspacing="0" border="0" width="100%"> <tr> <td class="alt2" style="border:1px inset; padding:10px;">
    Originally Posted by Galgus View Post
    Yi is kind of useless while Highlander is down due to massively lowered DPS and no way to chase, so Highlander not refreshing itself worries me.

    How will a glass cannon Yi get into a fight at the opportune moment- his biggest decision- without that speed buff?

    It seems like using any element of surprise could make you useless halfway into a fight.
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    While Highlander does not refresh, it extends the duration if you get a kill or assist while it is active.
  • Quote:
    <table cellpadding="6" cellspacing="0" border="0" width="100%"> <tr> <td class="alt2" style="border:1px inset; padding:10px;"> so when you guys remove mechanics like highlander resetting, all you really have to do is provide it with a miniscule buff and noone will notice right? </td></tr></table>
    Well - I did point out specifically with a note that Highlander will not reset itself, so I'm not really hiding it. XD
  • As a squishy player who routinely runs in terror at Yi, even I am looking forward to his update. He looks SO COOL. It will be an honor to be slain by the new Master!

    -_-
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    Originally Posted by Skeihazor View Post
    so why did you guys decide to keep the little swords on the side of his legs?
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    We have elements on our champions that are very iconic, and very dear to that champion in general. Karma's fans is a very strong example of this that we learned from.

    For Master Yi, we saw no reason to remove them. They add a tiny bit of visual clutter, but for the most part, we would be making the champion more generic by removing them. They add to his fantasy, they add to his silhouette, and they add to the thought that this dude has so many swords that he's truly a master of his own style.

    Additionally, did you know that the swordboots/bootswords/shoedaggers only appear on Base and Assassin? We kept this the same.