Some feedback and balance changes I would suggest for Yurei.
Ability Changes:
Whispering Echoes
Damage:
From: 30 / 42 / 54 / 66 / 78 (+40%)
To: 28 / 40 / 52 / 64 / 76 (+35%)
Anima Burst
Damage:
From: 90 / 115 / 140 / 165 / 190 (+90%)
To: 85 / 110 / 135 / 160 / 185 (+80%)
Severance
Damage:
From: 60 / 85 / 110 / 135 / 160 (+110%)
To: 50 / 75 / 100 / 125 / 150 (+100%)
Cooldown: Now 12 seconds at all levels (was scaling from 18s → 12s)
Added effect: Grants 6 / 7 / 8/ 9 / 10% movement speed for 3.5 seconds
Soulstorm (Ultimate)
Old:
- Channel for 1.5s, dealing 75 / 125 / 175 (+60%) physical damage to nearby enemies.
- Applies Soul Rip and slows enemies by 30% over the duration.
- At the end, pulls all enemies in, deals 150 / 250 / 350 (+120%) damage, and resets Severance cooldown.
New:
- Same initial channel + Soul Rip + slow.
- Final strike now deals: 100 / 175 / 250 (+100%) physical damage
- Still resets Severance cooldown.
- New mechanic: For every additional enemy hero above 1 caught in the final strike, its damage is reduced by 25%, up to a max of 50% reduced damage (at 3 or more enemies).
QoL & Map Fixes:
- Pressing the backwards movement key during her dash will now reduce dash distance by 30%, giving more control.
- Map smoothing requested: Stairs and tower edges should be adjusted so the dash doesn’t get you stuck on weird terrain.
Design Philosophy & Thoughts:
I’m starting with her ultimate since it’s probably the strongest part of her kit. Her ultimate has too much damage considering how mcuh utility it gives (Dash reset, AOE slow + pull). It provides insane teamfight utility and can dominate grouped enemies. The new penalty when hitting multiple enemies is meant to tone that down—she should still get value, but not blow up 3+ heroes.
In 1v1, her performance is very polarizing:
- She destroys heroes that can't interrupt or dodge her dash.
- She gets shut down hard by champs with roots, stuns, or mobility—especially if she misses her dash, which is her main engage tool.
Her dash at long range is very prediction-based. If both players are aware of her gameplan, I'd say it's around a 60/40 hit-or-miss chance. It’s readable, and players will only get better at dodging it over time. That said, she’s currently punished too hard for missing, especially with these new damage nerfs.
So, I reduced her damage across the board but gave her:
- A flat 12s cooldown on dash (so she doesn’t feel so punished on a whiff)
- A small movement speed boost to help her either disengage or reposition.
This way, she can still have some agency after a failed dash but won’t be as over-rewarded for hitting it. So if she misses or get stunned/rooted out of the dash she now has more control if she wants to backup with the help of the extra movement speed or if she wants to continue even tho she cant activate her skulls anymore which means no double dmg and you take more dmg because you are way easier to hit now without dash making the risk-reward balance fairer and less dependent on specific hero matchups.
That are my thoughts about her. Take it or leave it :)
Posted Jun 14, 2025, 9:36 PM UTC