Yamato QoL Improvements - This read will change your life

Long post so TLDR: Increase Yamato 2 travel speed during ultimate; or better yet let her animation cancel. I'll also bold some of the main points of my post if you want to just skim it, though it probably wont make any sense if you do that.

I think Yamato is such a fun character, and in a fine place balance wise, but could use some tweaks to make her feel a little less clunky to play. She is slightly uniquely placed within the current roster as a champion which looks to input many abilities (and I mean many) in frequent succession. At present, however, this style of design is hindered somewhat by the self "stun" effect that currently impacts basically all champions after inputting a spell or melee. I use the term stun, but really its closer to a silence/disarm where you are locked out of casting spells or even autoing (all characters have this). In a more classic MOBA, there may be ways around this such as animation cancels to raise the skill ceiling of the character, but also offer an opportunity for players to improve the characters fluidity and combo speed. While I'm sure the current design to lock characters for a moment after casting a spell or melee action is fully intentional, and I understand its merits, I think Yamato suffers the most from it and it holds back how fun or even fair she feels to play. Other fast input or combo champions, such as Pocket, can actually cast certain spells in faster succession (as long as you dont mash, both 2 and 4 can be cast almost instantly after 3, or vice versa with 3 and 4 after 2). Even non "combo centric" champions, such as Seven, can cast their spells in much quicker succession than Yamato. This is not simply an issue of having long cast times either. The damage from 1, 2, and 3 all come out noticeably before Yamato is able to cast another spell or shoot. The damage has been dealt, yet you are still stuck in the animation. Personally I think the 1 is fine, the 3 is quite noticeable and clunky, and 2 is the worst. Even pointblank, the time it takes to 2 and then 3 someone feels like you are stunning yourself for more than its worth, try it out in sandbox if you are curious. (This is even ignoring the current bug causing inputs done during 2 to be locked on arrival). Other characters have some clunky animations as well, so why is it more of an issue on Yamato? The first reason is related to her ult. Losing precious seconds inside of your ult to animations does not feel good. Being locked out of ulting because you are trapped in an animation does not feel good. It is at the point where in late game fights it is almost risky to cast a 3 before ulting because by the time you have un-stunned yourself, someone else has probably ccd you. Casting 2 before ult is even worse but I will get to that later. In League of Legends, Tryndamere, who has functionally the same ult, can press it at anytime even during enemy CC. This makes the QoL of the ability amazing, as you never have to worry about using it preemptively, and the skill instead comes from how long you can wait to press it. I dont think Yamato should be able to ult during CC, but I do think it would feel so much better if she could ult during her own animations. The last reason the clunky "animation stuns" feel particularly bad for Yamato, again, comes back to the speed and quantity of spells it feels she is designed to be putting out. A very common rotation for an end game spirit focused Yamato is as follows (order of abilities is of course situational):

2 > 3 > 1 > Echo Shard > 1 > Ult > 1 > 2 > 3 > 1 > Refresher > 1 > 2 > 3 > Ult > 1 > 2 > 3 > 1 > Echo Shard > 1


Obviously other champions can have some wild combos with refresher and echo shard as well, but they still will not look like this, and while Echo Shard may not be mandatory on Yamato, Refresher definitely is, and so similar combos will happen every game and not just on more niche builds. I say all this only to highlight the shear quantity of spells, and by extension animations, that an end game Yamato is going through. In the combo above, the only thing stopping this from coming out as fast as someone can press keys, aside from the channel time of ult, the *quickened* charge time of 1, and the option to wait for cd's to get a second 1 out before resetting cooldowns, is animations and the "self stun" they cause. These animations are so long that the combo above is by no means difficult to get off as fast as humanly possible, try it in sandbox, and even on your first try I doubt you will find it very difficult. Personally I wish there was more room for skill expression here and opportunity to get spells out faster. If that seems like it could get unfair, the natural balance in the channel time of 4 will always be there to keep things grounded. In the ideal world, I would love to see some form of quicker animations or opportunity for animation cancels on Yamato. If casting her base abilities feels bad, imagine how clunky things feel in the late game trying to get that many casts off. I completely understand if animation canceling is a direction this game does not want to take, or would feel like too much of a buff if given to Yamato, and her long casts are intentional to hold her back. That is fine and there isn't much I can say about it, but brings me to my final and potentially most realistic suggestion. Increase her 2 travel speed during ult. Ideally all casts could be increased during ult (1 already is), but again I am not saying she specifically needs a buff, and that definitely is one. So why specially 2?

Yamato 2 is long. Very long. Not just the animation, which is long even if you are pointblank, but the travel speed as well. I understand this is part of balancing her, but I think it creates some unfun gameplay choices. Here is a situation that is unfortunately all too common on Yamato. They have a fed carry who is difficult for others to get to (Grey Talon, Vindicta). Part of your role as Yamato is to get to these targets and burst them. A fight breaks out, and you immediately target the carry with your long range (level 3) 2. You are now locked in an animation as you slowly charge to the target, you stare solemnly at your greyed out, off cd ult as they move backwards and kill you before you even reach them.. Fine, they are ahead and you should have picked a better angle. The next fight breaks out and you adapt. This time you ult right away, it feels bad because you're full hp and didn't get the value from resetting CD's, but it doesn't matter someone needs to kill Grey Talon. At max range, by the time you ult someone and arrive to them with 2, your ult will be 2/3rds done. I tested this on a stationary dummy, on an actual person, who has movement options available, it is completely possible for your ult to be finished entirely. To me, this creates unfun gameplay decisions and patterns, where you choose between saving your ult and risk dying during the flight, or burning your ultimate ability as glorified airfare insurance. Whether you win the fight after you land is also debatable, as you may be arriving at 1 hp regardless. If Yamato could cast ult during her abilities, particularly during 2, the QoL improvements would be amazing. Maybe that would be too strong however, and remove too much of her counterplay, and while I disagree with that, would then propose simply increasing the travel speed while ulted. This would make 2 an actual ability worth using during ult, better fulfilling that fantasy of a character that dumps their spells then ults to cast them all over again, where as now it almost isn't even worth the time it takes. Additionally, it presents Yamato with a better option to the scenario presented above, where if she cant ult during 2, she can at least pre ult and not have it all wasted by the time she gets to her target.

This was much longer than I originally hoped, sorry about that, but I am very interested to hear others thoughts on this matter and find out if others also find her somewhat clunky, or if maybe I just need to get good.

Thanks for reading!!
 
Agree on the clunkiness of her grapple. Disagree on everything else. Animations are a balancing tool, they aren't necessarily evil. I also disagree that they are "unfun"; they are what I described: a tool. Similar to how Sniper in Dota 2 needs to wait before he can actually fire his ultimate at someone. This is a trade-off for its innate power, allowing opponents to react. The combo you describe is hilariously convoluted and makes no sense whatsoever. Nobody actually tries to follow a single sequence of actions every game - you use your abilities as the context befits. Animation canceling on Yamato makes no sense from a balancing perspective either.

Like I said: I agree on her grapple. The ability feels very clunky currently. And in an extreme mobility game like Deadlock it is often out of your control if the opponent decides to dash jump 10 miles away before you even reached them. I get that the design is similar to e.g. Huskar in Dota; where the opponent is allowed to react and put Huskar in a bad spot if retreating while it is cast - but it just doesn't work the same way in this title.
 
Agree on the clunkiness of her grapple. Disagree on everything else. Animations are a balancing tool, they aren't necessarily evil. I also disagree that they are "unfun"; they are what I described: a tool. Similar to how Sniper in Dota 2 needs to wait before he can actually fire his ultimate at someone. This is a trade-off for its innate power, allowing opponents to react. The combo you describe is hilariously convoluted and makes no sense whatsoever. Nobody actually tries to follow a single sequence of actions every game - you use your abilities as the context befits. Animation canceling on Yamato makes no sense from a balancing perspective either.

Like I said: I agree on her grapple. The ability feels very clunky currently. And in an extreme mobility game like Deadlock it is often out of your control if the opponent decides to dash jump 10 miles away before you even reached them. I get that the design is similar to e.g. Huskar in Dota; where the opponent is allowed to react and put Huskar in a bad spot if retreating while it is cast - but it just doesn't work the same way in this title.
Appreciate your perspective, so thanks for sharing it, and apologies if I wasn't clear in my original post. I understand the necessity of animations, and their role as a balancing tool. My gripe comes from the animation taking longer than the damage. In the example you gave, and almost all other ones I can think of, the animation is tied to how long it takes for the damage to come out. The more powerful the ability, the longer the animation/subsequent damage, and thus greater room for counterplay. Yamato has an opposite issue, the damage is already out, the animation is more or less finished, yet you are still locked from casting other spells. This doesnt make anything more fair for your opponent to dodge or counterplay, it just feels clunky. Your opponent probably doesnt even know why you aren't taking other actions, they have already taken the damage, from their screen the animation is finished, they have forgotten about the spell; you, on the other hand, are still stuck in it. That is clunky (though I still wouldn't say "evil", not sure where you got that from). Again my biggest issue is with 2, which at the moment the best way to use is to never even let it resolve, which feels like a disservice to the spell, but on that we agree.

As for the combo, I am genuinely curious to hear why you think it is "hilariously convoluted and makes no sense whatsoever". If you are building Echo Shard and Refresher on Yamato, which I think is a very strong way to play her spirit variation, that combo isn't just some fever dream to hypothetically strive for, but rather doing literally anything other than that is inefficient. As I prefaced, the actual order of the spells can vary greatly based on the situation, you dont need to press 2 before 3 or 1 before 2. That wasn't my point. Instead my point is, if you have an ultimate that refreshes all of your abilities, it feels bad to not use all your abilities before you cast it, regardless of their order. On any other champ in any other moba, dumping your spells before a reset would be a no brainer, on Yamato it can genuinely feel un-optimal because of how clunky they all are. To go further, if you have refresher, which you should in a spirit build, you should again dumb all your basic spells before re-ulting, which then gives you all those spells back (as a tip, you should probably cast those too). Maybe the echo shard made things confusing, if so I'm sorry, but with it that is how you should be sequencing your actions (using echo shard on 1 before first ult, to make sure it is back up during the time you are in second ult). To be clear, the 1 > 2 > 3 sequence does not matter, but to call that combo convoluted is just wrong, you will literally do it multiple times a game, and if you aren't, you are losing damage.

Thanks for the perspective
 
I think she should have ALTERNATE abilities in ult. 1 is a wide arcing slash instead of vertical, 3 is now vertical and much harder to aim but heals for triple, 2 is a straight up teleport that lands behind the targeted character.
 
I do agree that the post fire animations were a little shorter.

having animations is fine and needed ofc but like in dota smite and league you can perform actions before the animation is over but after the effect has happened.

One of the greatest things smite has done, twice as of recently is basically greatly reduce the post fire animation of most abilities feeling smoother if you do the input to weave autos in between. Cases like doing thor combo or agni combo's with flame wave are so cleam, chang'e with any of her abilities into autos feels like a nice dance, it makes the game smoother and movement and input responsiveness are really important. the fact the auto cancels feel so good in smite is what has kept bringing me back.

In league there are less but still some of these, i do like the idea they did where you can transport hitboxes where we also can do that in deadlock with leap and such ( E flast leesin for instance)

In dota you take the case of axe doom and np autos and you see how clunky and slow you are because after they swing they swing back to neutral. you can cancel it by moving so you gain a lot of frames. the best spell animation is storm. press static remnant and see what he does. you have never seen it before unless you did it in demo mode because no one casts a spell and stands still for 2 seconds on storm.

i do agree that there is a need of post fire animation clean up, and yamato 2 does feel like you are trying to burrow like a drill on top of them instead slashing and being able to do anything, that's why the best thing i have when yammto grapples me is heavy punch it and i still have frames to dash jump or what ever after. A case i can see them keeping more post fire animation frames is lash ground pound where you are on the ground and not really ready to fire again, it thematically makes sense, but dynamo tectonic pulse doesn't for how slow you can fire again.

This is not off the table of things in the game because wraith can gun and card. so this idea of there being more or less post fire or none at all exists. lets if they will do a qol for most of the roster
 
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