The State of Yuumi

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My opinions on why I thought pre-rework Yuumi was problematic and why the rework was both a hit and a miss.
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This person puts more critical thought into League's issues than the 200+ years of experience the balance team.

frankiecoss
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"They hit the mark but shot at the wrong target" is actually a really good metaphor that I think I'm going to steal :3
That said, that's pretty much what they did — what's super frustrating about how Riot keeps failing to identify the problem is that players are screaming it at them all over the place and yet they refuse to listen. In all honesty, untargetability as a mechanic is something that needs to be approached with a lot more caution than Riot has been because of the levels of frustration it can induce, but it's especially problematic for an enchanter for reasons that have already been discussed ad nauseam. There's no reason yuumi couldn't be attached to her ally but still be targetable, since a marksman normally also has to position well anyway, and let's be real — a fireball that burns your skin is also probably gonna damage a cat that's sitting in your pocket. I get that they wanted to make it so that her partner couldn't decide to int and run it down and make her suffer for it too, but the fact that they felt the need to design a broken mechanic partially to avoid that is honestly so sad and says some pretty big things about the state of their game and its community.

NathanSimonGottemer
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thanks for being the first person on youtube i've seen really hit home on the issue with participation issue Yuumi has, its one thing everyone hates Yuumi sitting on someone 24/7 but its something else when you explain that the only way to incentivise the champion to do otherwise is to give her a reason too.

the big miss on Yuumi's new kit is that they doubled down on the W sit on mechanic, the lock out when CCed is a strong incentive to NOT be proactive since you may be punished harder than a normal enchanter if you are caught and have very little reward that could be obtained by being off an ally. You can't fix that while actively trying to make the game as punishing as possible for Yuumi to attempt to be active at all.

I WILL say, some of the changes you say are bad are IMHO good changes, the Mana restoration is honestly fair, its not large enough that is allows the carry to waste mana needlessly or break them but lets them last a little longer, i think its a smarter way to give her some power that isn't felt upfront like if they instead spent that budget on more shield power in her kit.

Q slow now its nerfed to 65% i think is fair too, its a lot easier to dodge now when you understand she only controls the first second of its flight, this ability punishes people for mispositioning a lot more with the range but you really can't hit anyone who uses cover wisely which is infinitely fairer than the old Q. it feels somewhat like throwing a Zoe Q but with only 1 second to set it up, I want you to consider that if Yuumi provides no means of peeling a champion with ghost/dashes outside of R then that power investment has to go into shields. the 65% slow for 2 seconds is enough that landing it can prevent ghost singed or darius from hitting your ADC

the passive heal= is manadory for this version of yuumi to have any chance of working so its welcome. the shield on E adds a lot more skill expression to Yuumi because she has to plan to BLOCK damage not just heal it back, her heal on passive gates her to only healing when in range to attack an enemy! you can't back away and just let yuumi E you to safe anymore which is huge.

I think her power budget is way better now, if Yuumi can't get her carry strong then she loses no matter what in usefulness now so targeting her ADC IS basically targeting her ability to win. that does give her a unique LOSE condition that no other support has since every other support at least can abandon a lost cause focus resources else where. Yuumi has to prevent that happening if she wants to play the game, its not the change you guys were looking for but from a balancing stand point its a solution to HER being untargetable.

azaphakaylock
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While I understand your balancing ideas for the champion, I honestly would prefer if Yuumi became a "support" however instead of being a pokey damage dealer, their abilities could be more influential in buffing their ally of choosing (or themself) to have the strength of two. It feels like riot is flip flopping so much with wanting to encourage a passive squishy enchantress laner to get agressive, when in reality, can only be as agressive as a wet napkin.

Sulphyrous
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This channel is like Vars but you have actually good points

ventu
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Honestly the design team made her a Roaming untargetable turret with player controlled missiles a heal & CC soo much fun

gagecoutch
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Yuumis main issue is that she is designed to prevent any threat that could encounter her by default instead of giving her good tools to use to counterplay those threats.

Riot keeps INSISTING that she is suppsoed to be a champion for new players, but what makes a noob champion isn't their lack of counterplay, it is how easy their abilities are to understand and use and how easily they are able to recover from mistakes. What differenciates a Yuumi from a Garen is that the Garen is very much able to screw up at any point, but will always have out of combat healing to keep the new player going, .Yuumi instead attempts to prevent any kind of mistake the player could make in the first place, but that isnt useful to new players at all, it is mainly useful in High Elo so your champ has no weaknesses the enemy can exploit. Riot needs to give up on the idea of Yuumi as a noob champion.

murkel
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I still think the best way for yumi to exist is to look at IO from dota 2, Having yumi tether to a target and can pull to and from their target to play around positioning whilst being attached rather than just being 100% untargetable

TheTIGSY
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Hey I found your videos today and I love these short analysis videos. Keep up the good work man! Hope to see more of your videos

rvb
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Can you please do a video on slows? I have been complaining about slows for so long now and how slows are just a better cc than root. Great video.

Edit: hearing shelter is a throwback

owanPLus
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I feel like Yumi should be weak and have to put herself in positions of risk in order to cash out big heals and buffs. If she had to auto 1, 2, or even 3 enemies before cashing out a huge heal, it would make her less spammy and more skill based, which would make her kit more bearable. If her W was a shield that coated a flat percentage of her health, it would be balanced. If she attacked people, it would heal and not cost health. Problem solved.

onthedre
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4:51 I don't entirely agree with this, taking the Tristana example the trick is to get Tristana low but not kill her until she gets the kill. At that point she's spent everything and won't have enough to kill within the bailout timeframe. Simply put, have a smart assassin/mage on your team who can exercise momentary restraint.

As for the 0.5 second suggestion, I believe it would make the ability far too difficult to use and limits its use cases (I guess that's what you were going for to begin with). As it is Renata players already try to go for the split second revive because they know the enemy will play around it otherwise but sometimes its just worth it to throw it on a deathball like Samira, no way in hell you're keeping up with her but you can just give them the thing and have fun.

You also have to account for ping differences between players and how that can mess with reaction speeds. If you insist on it at least give the Renata 1.5 seconds.

Oh you were talking about Yuumi, she's still untargetable and a win more champ delete the cat

Hellothere-ssjq
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I hate her, but i must admit she is must better now. Her E is now a shield, which mean she must focus to shield her ally at the right time, or else her adc will lose health. It is much easier for the enemy to bully her and her Adc off the lane right now

worldboxvn
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Love the analysis on the video how clear your microphone is keep up the great videos!!

Lusciousboy
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Found this channel today and watched all four of your videos that are out. Patiently waiting for something new now! I've been playing league for nearly 9 years and a lot of your points have been things I felt like I subconsciously realized but didn't bother actually thinking about. It honestly breaks my heart to see the game in this state as even though I've been a mostly on and off player (I still play it with friends), it's a giant part of my early high school years and has shaped my view on games and their balance in general. Your content has offered a voice to my general thoughts on this game and helped them surface, for better or for worse. For someone just starting out, or simply with a smaller sub size, I hope you keep going with this type of content. Bigger essay/analysis League youtubers right now don't feel like they actually talk about the fundamental issues of the game but rather just focus on surface level details that you might not think about for yourself. Keep up the great work.

darkkin
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I think lowering the heal cd when un attached or lowering the cd when she unattached is fair in lane and doesn’t impact team fights as much as she isn’t going to hop off as often since her team fight heal is r

vannoah
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Just found the channel today.
Love your calm voice and your analysis. Subbed!

andreeamitran
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This guys channel is great. Can see it growing big and having an impact on players awareness on specific issues in the game to help create actual change instead of constant number adjustments.

rayhanakram
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I don't know who you are, you randomly appear in my recommended (not complaining).
I love the way you approach this topics and so far I love your takes.
Would love to see you talk about lethality items or just the item rework overall if possible... cheers!

Hirast-
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Very good analysis. I'll make sure to check out your other videos.

oicmorez