Note: This thread is long and discusses many Yrel aspects. You have been warned (of the wall of text).
I un-shelved Yrel a few days ago after not having played her for over a year. Let’s just say that my results (in QM) were less than stellar and I need to look further into her. If you could assist me, I’d appreciate that a lot.
Her general playstyle appeals to me. It’s so satisfying smacking people around with a huge crystal on a stick. Her waveclear is exceptional for a tank/bruiser hybrid. I still find it odd to have her labelled as a bruiser, she feels more like a tank, but okay, labels are just labels.
I had a few matches in which I was the only beefy char on our team. I tried to go full def build with extra armor and healing and focus on staying with my backline to push back any divers or other threats. That worked soso, since the hammer knockback can mess with my allies’ skillshots.
In the one or two matches in which we did have a tank so I could go full bruiser, I quite frankly didn’t even exactly know what to do. I supported with E build and tried to do damage to my best capabilities… But the damage simply isn’t there. I didn’t feel like a thread to the enemy (unlike as e.g. Imperius or Dehaka) and they would waltz just past me when my hammer wasn’t up. How do I do damage?
Regarding ults, I almost exclusively go Sacred Ground. Ardent Defender to me is bad design in its purest and coupled with 120 sec cd makes it almost unusable. Sacred Ground is available for every significant fight and almost all objectives have a spot where I can stay and be annoying. The fact the cd can be up while the original is still running just makes it too good.
Regarding talents:
I don’t get the feeling her talents synergize very well. Many feel more or less independent of each other. On one hand, it’s a good thing that you can always choose what is the best for the situation, on the other hand you don’t get stacking bonuses. Yes, I know there is the E build, but that’s pretty much it. Let me go through some talents, starting with level 13:
Repentance (increased slow and slow duration on E) is a talent that I see little use for, except in a dedicated E build. Velen’s Chosen sounds good on paper and might go well with her Holy Avenger on 7 (constant CDR for E), but other than that, I don’t see it that useful. I know it also affects Yrel’s healing, but except for her level 1 and 4 talents, there is no real healing option. Her damage output isn’t that impressive that 30 % increase would be notably strong… All in all, I find her tier 13 incredibly lackluster and for me, it’s usually a choice of choosing the least bad talent. That said, I took Aldor Peacekeeper for the most part.
Okay, level 1 talents: Maraad’s Insight (heals on AA) lost its appeal to me. At least currently, whenever I feel I need extra heal during the fight, I will take Light of Karabor (which also seems to have a higher winrate). Anyway, I actually prefer Dauntless whenever I got a competent healer, since it provides massive bonus to survivability. Anything I am missing here?
Level 4 talents I find solid so far. All of them offer useful benefits for the team. Gift of the Naaru works with her level 16 talent, so I usually take them in tandem.
Level 7 is a good one as well. While I do not see the point of Samaara’s Light, the rest offer specific advantages in their niche. I find myself more and more choosing Righteous Momentum for the mobility while protecting the backline. Also, great chasing potential. All in all, a good tier.
16 I need some hints. Divine Favor (trait reduction) is a never-bad choice, but what about the others? In case I wanted to do damage, I would go Holy Wrath for the cleave. When does Templar’s Verdict work? I am afraid to knock the enemies away and therefore waste the armor debuff.
At 20, the upgrade for Sacred ground looks okay on paper, but I found Seraphim invaluable, especially with the current cc running rampant. Bubble Hearth looks pretty troll-y to me, though I could see some use in a fully coordinated group to get out of a losing fight while your team runs back. Even then, with Seraphim you might not even have lost that fight. I don’t think BH is bad, but the opportunity cost…
To conclude, I don’t think Yrel is necessarily bad in her current form. I like the charge mechanic, even though it presents somewhat of an Achilles’ heel. What I do think though is that her numbers could use some tuning, especially since she is labelled as a bruiser. So far, I can do somewhat high damage numbers on the scoreboard, but none of that feels impactful. Currently, denying the enemy with displacement and Aldor Peacekeeper at 13 is what I do…
