Original Post — Direct link

I first want to say that Yoru’s concept and design were well done. After watching the Episode II trailer, I was hyped to see Yoru in action.

Unfortunately, Yoru has found himself in the meme tier below Viper. This is well supported by the data. His win rate is the lowest among all agents at 45%, which falls even further at the higher ranks. He isn’t picked at all in professional play.

Yoru’s kit has a few problems. His abilities do not deliver consistent value to his team. They carry high risks relative to reward. His ultimate is likely the worst in the game.

Many have said that Yoru can’t be buffed without making him OP, but I think there are buffs that can make him a viable agent.

Gatecrash (E): Allow gatecrash to be cast multiple times with a 45 second CD.

  • The previous charge structure limits Yoru’s versatility. Multiple casts per round allows Yoru to deliver more consistent value to his team. On offense, he can keep defenders guessing throughout the round instead of being a one-trick. On defense, he can rotate much more quickly than any other agent.

Fakeout (C): Footsteps cast by primary fire will no longer be visible to enemies.

  • Footsteps placed by primary fire carry the risk of revealing Yoru’s position. This change provides a benefit to using primary fire rather than alt fire when placing footsteps.

Dimensional Drift (X): Change DD to instant cast without the mask animation. Reduce cost to 6.

  • This change allows his ultimate to be more flexible. It can be used in combat like a dismiss, allowing Yoru to reposition quickly. As it is, Yoru’s ultimate is mostly a human recon bolt. Reducing the cost allows him to deliver more consistent value by entering sites first and clearing space.

I’d love to hear your thoughts or suggestions for other buffs! I’m hopeful Riot will read these as they think about how to buff Yoru. I’m sure they won’t leave him in the meme tier :)

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about 3 years ago - /u/rycoux - Direct link

Thanks so much for the post and all these great ideas. I think your thinking is right in line with ours and with the recent changes we are testing we hope we can move the needle. Yoru is a tricky one to balance as infiltration can easily be so frustrating to play against and we want to be very careful with our changes. One thing I am currently noticing that Yoru and Viper share is that their power scales throughout the match given how much power you have conditioning your enemies. Our focus will be to push his round to round power to give him better base value per round. We are revisiting some of the audio attenuations and want to make sure Yoru still has room to work while keeping enemies aware of the moment they are in danger instead of knowing every piece of his plan.

about 3 years ago - /u/rycoux - Direct link

Originally posted by Devilishola

You just need these two changes:

1) Be able to cancel his footstep sounds and only give him 1 charge to balance it out. It's too obvious when you're against a Yoru and you hear someone storming down somewhere that doesn't sound right. I've honestly never seen anybody in my elo (Immortal/Radiant) ever fall for it.

2) The audio of his TP is ridiculously loud. He should make noise at where he is similar to Omen, instead of his TP making the noise. Imagine is Omen shipped with a giant "PING" noise the exactly location where he teleports - it would make his TP completely useless. Giving Yoru this treatment when Gatecrash is even more telegraphed just makes him a worse version of Omen/Phoenix.

I don't think it's as easy as that, honestly. I think only giving him 1 charge overall reduces his in round power with 1 less set of footsteps to fake. The audio on the TP is something that is also tricky to reduce as you will commonly get killed from behind without any knowledge of him being in enemy lines. Without the ability to plan against it or understand game state easily, the tac loop falls over pretty quickly. I think we need to revisit some of the audio tells like you mentioned here but there's a lot of factors to consider when looking at individual changes like these

about 3 years ago - /u/rycoux - Direct link

Originally posted by EmJoshMusic

I remember when he was teased and everyone thought the ult and teleport was broken, but after hearing the gosh darn SPACESHIP TAKING OFF sound that both his teleport and ult makes it was obvious that he was so easy to predict. I think if he is at all going to be effective in high level play, his sound queues need to be much quieter, or more in line with omens sound queues that can be masked by let's say a brimstone ult or an op shot.

We wanted to compete with the audio levels of logging into CSGO :kappa: