Riot's biggest mistake

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Riot's biggest mistake is Yuumi.

⇨ALL OF THE THINGS⇦

#leagueoflegends #lolesports #yuumi
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The longer you are inside an ally the weaker your Q, E and R are. Make her passive a bigger part of her kit. Easy peasy make her dance from champion to champion in teamfights, while being careful not to get CC'd mid jump. Also adds counterplay since she has to constantly jump between people, or she just turns useless

slbhugomarques
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Yuumi should occupy an inventory slot on the champion she sits on.

brin
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if they don't want yuumi to detach or to change the function of her kit, there needs to be SOME kind of drawback to being attached all the time, like shared damage, or a mana drain like a toggle, or reduced effectiveness of abilities while attached

Venombot
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what I think they should do to balance yuumi is either completely redesign her as a concept or increase/give her w a considerably longer cool down when she unlatches from a teammate to sort of even out the fact that she's literally just an untargetable buff/poke/heal accessory with the occasional stun for anyone she's attached too

_Yureii
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the main problem is she is untargetable. for comparison dota has similar companion type support hero who also has high pick rate in pro games. but io can be targeted and often focused on as first priority so he is kinda balanced.

duxfot
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Tbh, the best rework they could give her is just to change how her passive works with her other spells. Right now, the real problem, is that Yuumi doesn't want to de-attach herself from the main carry and put herself in danger.
You need to give more reason to Yuumi to do this, compensating on the reward.
Something like this might work: Your passive doesn't give you anymore a shield (that btw stays on your supported ally forever) or gives it for up 3s. Instead it empowers your next spell. Your Q doesn't power up after 1s unless you proc your passive. (Q not upgraded (nu): Flat damage - Q upgraded (u): Flat damage + % Current HP) Your W can remain the same or slightly buffed as reattach-timing. No other changes. Your E heals your supported allied but doesn't give any attack speed. and/or movement speed When upgraded it gives the speed buffs to you/your supported allied. Your R could be the same or have two changes: same for the other spells, your aa upgrade gives 7 waves, your not-upgraded version gives 5 waves. Or this could be just based on the attachment: you can do 5 waves only attached on your ally. To have more of them you have to deattach, this will allow for 2 additional waves (and gives an opening for you to burst her).
You could remove the shield from her passive and put it on her W too if you want to make another big change... but those will make Yuumi AA 2-3 times during a teamfight, lowering A LOT her power if she stays on her carry and doesn't do anything, but letting her being "broken" if you risk getting down and getting bursted to death.

TheSunPhantom
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The breakdown of Yummi and Riots principles is the most interesting. It shows the depth of Yummi’s inherent flaws. It’s beyond the playerbase hating her or statistics which could be changed with ability number tweaks.

RohanRows
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Just make the W a timed ability and change the rest slightly to be useful if Yuumi is not attached. Like E can be targeted like a Soraka heal and Q can go though minions and a bit faster like a Cait Q when not attached.

BASTlAN
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Maybe there'd be interest in her if she still took dmg so there'd be pressure. Imagine this, yuumi is attached to miss fortune. Miss fortune takes 10%hp worth of dmg, which causes yuumi to take 5%hp damage. Now there's things to use your brain for, she needs to consider who to heal in her given situation, herself or her ally. She's still untargetable, but not entirely safe either.

snideyo
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Make her only able to attach to each champ for a certain duration. Maybe like 30s-1m seconds scaling with ability level, with some kind of cooldown between when she can attach again depending on how many abilities she used while attached. That way it takes way more skill to survive while she can't attach. Then a fed carry can't just fight forever with the Yuumi and have to be careful they're not left without a support mid-fight.

coolbrotherf
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yuumi is a very hard one to balance and since her release ive been wondering how she even got approved to be a real champ. At times remembering yuumi tilts me more than the fact riot thinking selling skins of her Lux senna leona etc

chrisisisback
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Yuumi is what we like to call "The Girlfriend Character" where she's so simple to play you could get your gf into the game and she would be able to just play that cause it's ridiculously easy and "it's a cat so it's cute"

kensei
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Idea: remove yuumi from the game and add nora ( her master ) and yuumi, yuumi could stay in the game that way and could be for example nora's R, where she teleports yuumi through a portal to help one champ, she could work like a puppet, allowing the nora to control yuumi by pressing R+ anyother key, she could use 3 habilities and one yuumi ult in total, so nora could choose whether if yuumi should slow the enemy or heal the atached ally. This could also advance yuumi's lore who isnt really doing anything at the moment in runaterra asi from looking for nora. With this simple solution they would remove yuumi and make a new enchanter type of character which doesnt just give you more heals or dmg and really skillfull in comparison, since you had to keep track of what yuumi does and what nora has to do

ignaciovelasco
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I’d give a little rework on her E, her E would have 2 or 3 charges (amuou q for example) but the cd between charges would be as big as the currently cd, and the charges cd would be massive (30 to 60 seconds) if you are out of W charges recharge with double timing (15 to 30 seconds) and every aa you use on a champion recharge 1 charge, something along those lines would give a NEED for her to always have to leave W, something that the mana nerfs did not manage to accomplish fully.

mateusisraelsilva
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A way to balance her would be almost like a reverse bard buff with allies collecting "fishies". Imagine is her abilities do a significant flat amount, but are only empowered consuming the "fishies". It would make sense that since yummi can't get them, only who she's attached to can

thesquirrelwithdew
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make yuumi have to pick one person at the start of the game and have the rest of the team receive less healing and let yuumi do less damage while on other people than the person she selected. this way she’d have to guess which champion will get fed and she won’t be able to sit on a fed top randomly and be as oppressive because picking other people then ur adc would put your laning phase at a great disadvantage which would potentially lead to enemy bot lane snowballing

ragdraki
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Riot's only real option is to make Yuumi a normal enchanter support, who has to walk like the rest of us. Main part of counterplay against enchanters is punishing bad positioning; whether it be inside a teamfight or getting caught solo warding/ rotating around the map without a carry nearby.

Other ways to balance Yuumi would be to make her only viable in low elo. Which she kind of was on release, before the hundred unneeded buffs that is. Imo it is absolutely insane that Soraka's heal is weaker than Yuumi's at all points of the game. Even though Soraka has to be able to position, stay alive and in range to heal allies. Yuumi's heal shouldn't give more value than Soraka's due to the lack of skill expression. It is appalling that Yuumi's heal still gives movement speed and is double the size of any other enchanter's heal since lvl1.

I can see Riot's idea behind this being that since yuumi lacks utility other supports provide, her heal ''has to'' compensate for the lack of a better word, but they have it backwards. Yuumi takes one eight of the skill that it takes to play Soraka for example, dos Yuumi's heal should be half of Soraka's heal. In the end the higher skill champions should always provide the most value when played to the max in high levels of play. This is why other ''easy champions'' like garen for example, will never be picked in pro play. So you can imagine just how backwards the game was around 3 years ago when Garen Yuumi was a viable strategy in pro play. The balance team has lost the sight of what makes this game skillful, because every year these easy to play champions, are buffed to provide too much value weiher it be in high elo solo queue or even pro play. Yuumi is just the most disgusting example of their incompetence.

sinfularrow
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I think some changes that would bring Yuumi into a healthier game state and more in-line with other enchanters would be the following:
Passive: keept
Q: Remove % health damage on empowered Q, instead apply a mark that an ally can detonate for damage (similar to mandate). I feel like this change addresses the problem of artillery Yuumi. Also, potentially reduce the travel speed of the Q the farther away it gets from Yuumi (similar to Viktor ult). IMO there should be some tradeoff for having a skill shot that you can pilot to its destination.
W: Create a duration limit OR add a mana drain to it. I'm personally in favor of the drain since it'll force the player to budget their spell usage. Also, certain forms of cc can detach Yuumi from her ally (probably stuns and knock ups/backs, not roots & silences). I think this would be the most important change because one of Yuumi's worst interactions is her ability to buff and heal the frontline in a way that has virtually no risks. It's not that other enchanters can't do that or even better, it's that they run the very high risk of being caught out and dying if they position poorly. I think Yuumi should have to take that risk like everyone else, but it also leaves room to reward a Yuumi player for timing her aid.
E: I actually think some of the nerfs to her e could be reverted with the w changes in mind, especially with the mana drain route. Maybe create a debuff similar to the heal spell that Yuumi's heals on the same target become less effective, remove the debuff after detaching.
R: Keep, although to me it's a clunky lackluster spell.

andre
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Just change her W.
That's literally 99% of the problem.

nicolaezenoaga
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Im honestly thinking of it like this : How is Zoraka balanced? She heals you but with her hp. What if Yuumi had the same drawback when attached? This way she has to use E on herself during the laning phase making her easy pickings. But then how do you explain this design concept? Well you don't, so scrap it. The best thing Riot can do, is basicly make her detach after sometime she sits on her teammate, and then for a limited amount of time she cannot reattach to this particular teammate even if she left the teammate when willingly detaches. This would make her actually skill expressive

tlrulebender