[{quoted}](name=Maple Nectar,realm=NA,application-id=A7LBtoKc,discussion-id=gikJEw03,comment-id=,timestamp=2017-09-27T20:35:41.741+0000)
Hey folks!
As you’re reading this, we just finished deploying a balance hotfix for Janna as follow-up on our changes to her on 7.19. The goals for the initial changelist were pretty simple, if a Janna wants to win lane, she has to interact and engage with her lane opponents in ways she didn’t have to before. We wanted to make playing as Janna feel more rewarding when played well while giving her opponents the opportunity to actually outplay her in lane, instead of just watching her sitting behind her ADC and shielding their way through lane.
Before shipping, we took the deliberate approach of not over nerfing Janna considering that we were working on reshaping Ardent Censer in parallel to her kit changes. We judged that a world where both her and the item were nerfed substantially to be a worse world, and planned our changes to that. At the end of the day, we concluded that she had the potential to be strong on release, but firmly believed that when properly tuned, the direction of this new play pattern would result in a Janna that was healthier for League. In light of that, we made plans to quickly follow up based on her day one metrics if need be, which is why we’ve pushed out our balance hotfix to her today. We’ll also continue to be pay attention to both to her and Ardent Censer closely for the new few weeks.
Ultimately, with how hot of a topic Janna has been recently, you might be wondering why we didn’t just hold off on Janna for another patch, or why we shipped her like this. To us, it felt more valuable to put a change out we were far happier with directionally than leave her in her current state for another two weeks. It’s important to note that the extra time of internal playtesting likely wouldn’t have resulted in a drastic increase in confidence in this changelist, especially not when compared to the millions of games we can get from around the world in a matter of hours once we go Live. So, if you’re a Janna main (or enthusiast, or someone who just bopped her in lane), feel free to let us know what you think about her changes!
The changes that we shipped an hour and a half ago:
Base Stats
Base Movement Speed :: 335 >>> 320
Base Health :: 525 >>> 500
Base Mana :: 409.52 >>> 350
Zephyr (W)
Cost :: 40/50/60/70/80 >>> 50/60/70/80/90
Give me back my AP Kog. It's why I purchased the champion. I wanted one truly godly late game poke mage. He has so much counterplay via split pushing, engages, dodging, shields, heals, stealth assassinations etc. Why was he gutted after being viable as AP for so many seasons. I want AP Kog FULLY supported for every ELO bracket like he deserves to be. He has a completely different playstyle and attracts different players than AD Kog. He's not a gimmick like AP trist was. His whole kit has AP ratios and makes sense with AP. I don't even care if his winrate isn't good since he's actually difficult to play well but it feels like he's not even good for people who put a ton of work into him. AP Kog was supposed to be the late game terror of the rift with godly poke + burst late. Idk what you need to do but that .2 AP E nerf was total BS... in the same patch as the Rylai's nerf too. He wasn't even played competitively at that point and nor was he picked or banned almost at all in ranked. I'm really annoyed by this. I purchased Kog SOLELY because I loved his AP playstyle. At least with shit like trist she's still somewhat similar in how her kit works but my champion was basically deleted.
AP Kog late was the ONLY surgical poke champion with solid DPS vs tanks due to W, fantastic burst if he can get picks and decent poke from a crazy range (the most fun and difficult aspect of the champion). Ziggs and Xerath are just not for the same thing. Xerath has conditional crazy range but no DPS vs tanks. Ziggs has pretty bad range relative to both since his Q almost never hits if it bounces more than once and even in that case, it would just be blocked by tanks. His late game is alright but nothing special. He's just very different and also a champion I enjoy. No one does what AP kog did and AP kog himself now doesn't seem to do enough late game for how easy he is to shut down early, dive, etc. He's only really decent if you have a ton of CC to get them lower and keep abilities chained on them. For example, if you have a malphite who can ult. and then you clean up, that works fine assuming the game is somewhat even.
Again, if you do not want to support AP kog exactly as his kit is now, think of ways it can work while keeping those late game fantasy elements fully alive. Just never nerf his range/ability to chain ult. and damage. His ult. is already nothing like what it used to be. This is the reason I like the champion. Hell, I'll even take a hit somewhere else to make this ability as strong as possible. For example, perhaps its AP ratio can be weaker at 6 and then grow at 11, 16.