Quote:
Playstyle and Kit
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.

Quote:
Alpha Strike
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.

Quote:
Meditate
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.

Quote:
Wuju Style
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.

Quote:
Highlander
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.

Quote:
Double Strike
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.





대충 중요한것만 요약해서 번역함



플레이스타일
-타게팅 하는 방식은 전이랑 많이 바뀌진 않을꺼야 - 스킬의 사용 방법도 마찬가지지

이 리메이크는 주로 계수조정, 타이밍, 클린업 등등에 포커스를 맞췄어




 일격필살
-AP 계수 삭제. 
AD 계수 추가. 
상대를 공격할때마다 일격필살의 재사용대기시간이 줄어듭니다
일격필살도 가렌의 e 처럼 이제 크리티컬에 영향을 받습니다.
공속에도 일정 영향을 받습니다
맵에서 사라지는 시간(무적 시간)이 이제 일정하게 고정됩니다. (상대가 무적이 언제 풀릴지 예측하기 편하집니다)
일격필살로도 스태틱 단검의 '움직였을때 충천됩니다' 의 조건을 만족시킬 수 있습니다.



명상
-이제 마방/물방을 올려주지 않습니다.
퍼센트로 들어오는 데미지를 감소시켜줍니다
체력이 적을 수록 체력회복량이 증가합니다


우주 스타일
-깡 AD 증가가 삭제됩니다
AD가 퍼센트 증가가 됩니다
사용시 자신의 총AD 비례 트루뎀이 적용됩니다.



최후의 전사
-이제 패시브와 액티브로 나뉩니다.
패시브는 상대를 죽일때마다 qwe 쿨이 초기화됩니다.
최후의 전사 액티브는 상대를 죽일시 리셋되지 않습니다.





2연속 공격
-이제 4번 때릴때마다 사용 가능합니다.
후속타는 50% 데미지를 줍니다.
일정 시간 동안 사용하지 않을시 스택이 사라집니다 (다이애나 패시브와 동일)
일격필살과 우주 스타일과 어떠한 연관이 있을것으로 보여집니다.















는 나와봐야 할겠지만

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