How should Senna get nerfed?

Linna Excel·11/22/2019, 7:25:37 AM·2 votes·1,271 views

Pick Rate: 27-33% Win Rate: 52-53% Ban Rate: 49-52%

Okay, I think it's pretty clear Senna is going to get some kind of nerf. So what should get nerfed?

For the passive, I'd like to see her need 25 stacks to get the bonus range and crit chance and I'd lower the crit increase to 12.5%. This would lower her safety and sustain a little at the end of the game and let her fall off a bit. Basically without kills, this nerf would require another 2.5 minutes on average to hit another threshold.

For her Q she already has yuuuge mana costs and a 15 second CD, but basic attacks lower the CD. If her players discover Manamune/ER then this might be an issue, but for now they seem to be going lethality. My only recommendation here would be to make the beam a little narrower. It'd make her poke and healing a little harder and dodging it a little easier.

With her W, the root is 1.45 - 2.25, so I'd like to see it last from .5 - 2 seconds and up the CD on the skill by 1 second. This way you have a little less poke in lane as well as shorter CC in lane since I think she maxes this second. In teamfights it won't matter so much. Considering she has so much utility, what she gets should be a little weaker overall. Jack of all trades and master of none sort of thing.

With her E, I think I'd change the duration to 3 - 8 seconds. I don't hate this skill, but I think there should be more pressure to max this sooner.

As I see it, these proposed changes would hit her early game most of all and it would require the player to make some interesting choices. There's more encouragement to level up the W and E a bit sooner to get back to the old levels of utility but late game you are still pretty close to where you were. With everything together, the early game is a bit weaker without hitting her late game too much.

Ashe worked as a supporty ADC because she just had one main thing, CC (and nebulous vision 95% of the player base won't make use of), and a big flaw, being a lack of mobiliy. Senna has infinite stacking, 2 forms of sustain, CC, team mobility, and a big offensive/defensive ult. Considering she has so much going on, I think the most fair thing to do to her is make her a later game champ by thwacking her early numbers but not her later ones.


So TL/DR, I think her early should get nerfed with her Q needing a little more skill to use. She's got so much going on I think it might be best to just slow her down instead of taking a nerf bat to her numbers. With the bot lane XP nerfs, this is in line with what riot is doing for the lane and lessens the likelihood of the other team having to deal with a fed support/adc.

15 Comments

Azurereaper11/22/2019, 8:42:08 AM2 votes

She doesnt need to be nerfed, stop letting her auto you for free. You hit harder than her pre 40 stacks.

Snowdrift11/22/2019, 8:41:27 AM2 votes

I think a hit to her level 1 range would be a good place to start. A few years back they lowered tristana’s base range to 525 from 550 because the fact that she scaled to late made her more oppressive early. Senna’s ‘infinite’ scaling should be treated in the same fashion.

Her q being able to hit through enemy towers is oppressive as well when you get shoved in (which probably will happen if you don’t have an engage support on your side botlane). They should tone down her early game in general if she’s gonna scale so hard

HKT Saber11/22/2019, 8:31:20 AM1 votes

The thing with senna is that she doesn't feel like a scaling champion despite the stack system. Making obtaining stacks harder, such as needing 3 attacks instead of 2 to enemy champs, or nerfing her early game through stats such as base hp regen/base mana regen would work. Though rito games usually just increases mana cost or something, like every other support in the game

Illabethe11/22/2019, 10:54:40 AM1 votes

It's not clear she's going to get a nerf, and she shouldn't.

Daddy Ants11/22/2019, 5:45:28 PM1 votes

Heavily reduce her starting attack range.

She cant be punished by the majority of ADC's and can't really be zoned away from mists that drop.

Here's how I'd nerf her

Starting Attack Range: 600 => 550

 

She shouldn't start with Ashe attack range while getting INFINITELY scaling attack range throughout the game.

Tristana gets range per level and starts at 525.

WoonStruck11/22/2019, 7:33:57 AM1 votes

Make her on-AA MS on-crit instead or gate it to level 6+.

Reduce base range to 550 or 575.

Düff McWhalen11/22/2019, 7:33:03 PM1 votes

Nerf her scaling so she's less of a second carry into the mid and late game.

iiGazeii11/22/2019, 8:29:32 AM1 votes

Half the self-healing on Q. She already gets potential lifesteal from her passive and can easily get more through items and Bloodline. Her self-sustain, especially early, is too high for the amount of long-range poke she can dish out.

Lower the crit/range from her passive, but granulate it after the first spike so it doesn't feel as bad or "spikey" (e.g., 10% crit chance and 20 attack range from the first 20 mist, then 5% crit chance and 10 attack range per 10 mist after that). This weakens Senna's scaling power, but makes her power rise more smoothly so she isn't as desperate for that one stack to take her over the edge.

Lower base damage/heal/shield on Q/R, but give them a multiplier based on crit chance, similar to Xayah's E or Ashe's passive. This would cut down on her early game effectiveness, but would make her scale harder as she gets crit chance with her passive/items. This would encourage her to build more marksman items rather than assassin/bruiser items.