Janna reworked Howling Gale
I have suggestions for her Howling Gale:
Riot has stated that her Q is part of her toxicity and they are worried that if this abillity is too good at wave clearing she creates unfun solo lanes. This leads to the current state:
- It's her most expensive abillity
- the damage is (even fully charged) mediocre at best
- Riot wants to encourage players to charge it up to get the most out of it, yet it only goes on cooldown after the second cast incentivising spam and lackluster impact.
My basic idea for a reworked howling gale was inspired by Anivias Q. Something like this:
Howling Gale
Range 900 down from 1100-1700
(Cost lower?, Cooldown lower?)
Janna summons a wind seed that immediately travels into the targeted direction. Upon second cast or reaching maximum range it turns into a whirlwind which travels 500 units, deals damage to all units in its path and knocks them up.
(Damage/Knock up duration akin too a fully charged tornado?)
Reasoning behind the design
- I wanted to get rid of some of her pushing power. Caster minions have 600 range, meaning that unless the minions are clumped up, she will have a hard time clearing the entire wave with a single Q.
- Her Q is essential to her peeling power, and some of the fun I'm getting out of her comes from the idea that I can peel off an entire enemy team if my skills are used correctly. However the current iteration of the spell is in my opinion a bit too much: Do I really need a skill that, when fully charged, knocks up everyone and your grandparents at the fountain (everything along a 1700 line)? I think 500 range is enough to knock up at least the closest and therefore most dangerous targets. (Or you can let them run into your team and delay their backline with this iteration ;) )
as a support currently suffers from the fact that she has a lackluster duo laning phase. She has no sustain, no poke and with the current spells setting up for a kill is tricky. She has good disengage, but could use a touch up in her active role. With this Q on a lower Cooldown/Cost she can get more tries to catch an enemy, and it's easier too hit since she does not need to charge it up to get the full knock up and plan ahead for a 3 second channel time.
(Certainly it would require some finetuning to ensure that her teamfighting does not become too strong)
Any Suggestions/Comments?
Edit: Maybe this thread should go into "Live Gameplay"?