The Slated Changes for Sejuani (23/4) are a Large Step in the Right Direction
Just to be clear these changes will not solve all of Sejuani's problems, they don't go far enough and there are some fumbles amongst them which feel more experimental than anything else, but regardless it's nice to see Solcrushed listening to concerns about Sejuani.
Passive Frost Armor no longer broken by minions or small monsters Icebreker Damage: 15/20/25% -> 10/15/20%
Great changes, the only complaint I have is the passive change doesn't go far enough. There was far too much damage in the shatter, even at these numbers there probably still is but these changes are an excellent first step. I'd still like to see it be toned down a little more into the late game, for me I'd say 10/12.5/15% with a unique CD/target so that E-R combos aren't a thing would be ideal. I still can't overstate how good this change is anyway though.
W No longer self slows, not worth CD: 7/6.5/6/5.5/5 -> 9/8/7/6/5 1st hit Damage: 12/19/26/33/40 (+0.01HP) -> 30/35/40/45/50 (+0.02HP) 2nd hit Damage: 48/76/104/132/160 (+0.04HP) -> 40/80/120/160/200 (+0.05HP) Bonus damage to monsters: 20% -> 30%
Most of these changes are good. From my understanding the self slow was just clunky, but it was experimental anyway, good to see it gone. The damage hikes are a good step in the right direction, I think Q1 now has good enough ratios and Q2 now has good enough base damage. I still think Q1 could do with about 5+5/level extra in base damage and Q2 could do with an extra 0.01 or 0.02 in ratio as a trade off for the drop in passive damage I suggested earlier but this is very much in the right direction. Also this ability really needs to be magic damage, if Sej is going to maintain her identity as mostly a mid-late to late game threat then magic damage is just better here than phys.
The changes I don't agree with are the hike in early CD and bonus damage VS monsters. Personally I'd like to see the early damage just be relevant enough that the bonus damage is either low or non-existent. It seems like a gimmicky work around to keep Sejuani in the jungle when what should have been done is making sure her kit just functions as a jungler. I'm not a fan of the increased early CD either, but this is best discussed in conjunction with the next change.
E Frost cooldown on monsters: 4 seconds
This change along with the W CD change are the only changes I feel are just bad. It will make Sejuani clear super fast, sure but it just feels like a very cheap way of achieving that to me. I also think that the early W CD was bumped because of the change in E CD VS monsters. Something about this change just doesn't sit right, if the goal is to make Sejuani a better clearer I'd prefer to see that in W, not E. Maybe just drop W's CD from 7/6.5/6/5.5/5 to either 6/5.5/5/4.5/4 or 6/5.75/5.5/5.25/5 based on how much power you have available from other areas of the kit and leave E at it's base CD VS monsters.
Still I'd say these changes are overwhelmingly great. I'd give them a solid 4/5 stars for a first major set of changes, they're a wonderful first step. If Solcrushed continues to move Sejuani in the direction these changes seem to be taking her I think I can still find some hope in this rework.