type='html'>As an update to his
first post on Yorick,
RiotXelnath's got a few updates for ideas he's tossing around! Check out the details below:
The Good, the Bad, and The Ugly:Whew... Finally caught up with this thread.
A lot of good thoughts here.
Things filtering to the top:
* Yorick should still be in the front line
* Ghouls are what Yorick is about.
* Ghouls should last longer
* Ghouls should be meaningful to Yorick
* Ghouls should give *some* gold (maybe 5 like Zyra plants?) if you last hit them
Problems:
* Yorick's free, ranged sustain is highly frustrating and doesn't require himself to be at risk (Compare with Nasus)
* Yorick's snares and lockdown kit (W -> Q) means once you do close, the enemy has no chance to escape in an even match
* Yorick's ultimate is too dependant on allies and feels out of theme with Yorick.
* Yorick's kit doesn't give Yorick players an opportunity to be skillful.
Going to cook up a couple ideas based on the stuff I've seen here. (Keep in mind, no work on this will begin for quite some time - I'm trying to establish a baseline understanding of player expectations and gameplay hypothesis I want to solve.)
Thanks guys
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