Janna Q Gameplay Idea - With pictures!
What if
Q, Howling Gale, worked like this:
As Howling Gale channels it will transition from a wide short range disrupt up to a long-range narrow high knock-up.
(PLEASE NOTE: I have exaggerated the hit-box slightly to better portray the overall mechanic. I'm not saying these are the set-in-stone hit-box sizes, just a reference to better communicate the idea.)
http://i.imgur.com/xZJz4X0.png http://i.imgur.com/kOWfo3u.png http://i.imgur.com/I1mE5oZ.png
See what I mean? When you first cast Q you can launch it as a wide, but shot range, little knock-up. As you let it charge the telegraph will narrow, the projectiles travel speed will quicken and the knock-up will also increase.
Let me know is this broken? Would this destroy Janna? I feel it would be pretty balanced.
Lets discuss.
So, we get punished for charging it? Narrow skillshot means it won't hit anything. The disadvantage of charging it is that enemies can move in those 3 seconds.
Okay, what if at full charge the width and range were exactly as it is right now.
[{quoted}](name=Sleepy Sona,realm=EUW,application-id=3ErqAdtq,discussion-id=02EIghyz,comment-id=0008,timestamp=2017-08-14T18:37:58.948+0000)
it is not interesting for the gameplay
So it seems that people are not happy with the idea. What if the hitbox at full charge was exectly as it is right now?
spear to reach max range after you press Q.... the .25 cast time plus the time it takes to reach max range...
it was slightly under 1 second before the double the cast time from .125 second to .25 seconds