[Vague Title] Champion Gameplay Update

Stacona·5/6/2015, 4:31:04 PM·1 votes·197 views

I want well thought out replies and comments and proper discussions happening here; not people reacting in any way, shape, or form based on their emotions which this community does too often and ends up not thinking rationally at all. If anything I ask for any negative people to leave and become neutral, I understand Janna is this precious and sensitive champion for you, but just stay level headed here and become neutral.

Janna:

Tailwind (Passive): Passive Ranks: 1/6/11/16 levels Janna's spells leave behind trails of wind for the next 3 seconds that grants Janna and allies 10/15/20/25% bonus movement speed when on the trails.

Howling Gale (Q): Cooldown: 14/13/12/11/10 seconds; Cost: 90/100/110/120/130 Mana; Range: 1100 - 1700 units Janna summons a mighty whirlwind at her current location. On reactivation or after 3 seconds, the storm will fly in the direction it was cast, dealing 60/90/120/150/180(+45%AP) magic damage to enemies and knocking them into the air for 0.25 plus 0.075 second per 100 units the whirlwind travels. The damage done and distance traveled by the whirlwind increases for each second it channels. Each second the whirlwind channels for will deal an additional 20/30/40/50/60(+10%AP) magic damage.

For those that cannot math, the maximum damage will be 120/180/240/300/360(+75%AP) magic damage; if a 1700 range Howling Gale hits it knocks-up for 1.525 seconds; 1100 range will be 1.075 seconds. The knock-up change is to reward Janna for landing the super hard to hit long range tornadoes rather than being rewarded for point-blank tornadoes, this also adds better counter play without changing the spell at all.

For context the knock-up duration is currently 0.5 to 1.25 seconds based on channel duration where as this change is 0.25 to 1.525 seconds based on where the whirlwind struck you, so the knock-up duration is less dependent on the channel duration, but still technically goes up in duration because the range of the whirlwind goes up by 200 units per 1 second of channel time; overall this just means Howling Gale needs a little more planning rather than hoping for a super long duration point-blank for counter play against Janna, fundamentally nothing changes; spamming your tornado will most likely get at least 0.5 second knock-up duration on average, rare cases this is a nerf and buff to the knock-up duration. The damage definitely went up however, especially as a fully charged tornado to reward Janna for charging up the whirlwind before releasing it which is the cool mechanic about the spell is the charge-up effect it has.

Zephyr (W): Cooldown: 12 seconds; Cost: 50/60/70/80/90 Mana; Range: 1000 units Passive: Janna gains 7/9/11/13/15%(+1% per 50AP) bonus movement speed and ignores all unit collision while Zephyr is off cooldown.

Active: Janna sends a bird to travel in the target direction to deal 60/100/140/180/220(+50%AP) magic damage to enemies it passes through and slows them down by 20/25/30/35/40%(+1% per 20AP) for 3 seconds.

Zephyr's passive is already disabled when the spell is on cooldown; this is unchanged. The Active change is more of an idea of making the skill an AoE skill shot rather than a point-and-click; this is not an idea that is required to happen, it can remain the same spell, it is just an idea to add more skill to the champion by making Zephyr a skill shot, but honestly it can remain as a point-and-click nuke and slow. I just want to clarify that I don't think Zephyr is a problematic skill or anything, but if people think Janna is to be a more passive champion a longer range skill shot spell adds to that because of the increased range it will bring and I think Janna should be a more difficult champion so a skill shot adds to that as well; so it is a best of both worlds compromise. Overall, Zephyr is currently a fine spell as it is where you sacrifice the movement speed for a slow and nuke, which this mechanic is still in place, I am just spit balling her with the skill shot idea is all.

Eye of the Storm (E): Cooldown: 11/10/9/8/7 seconds; Cost: 60/70/80/90/100 Mana; Range: 725 units Ally Cast: Janna shields an ally champion, structure, or herself by 80/125/170/215/260(+80%AP) for 4 seconds while granting Tailwind's movement speed to the shielded champion while the shield still holds and the shielded unit leaves behind Tailwind's trail of wind as it moves around.

Enemy Cast: Janna surrounds an enemy champion or turret with a black storm to deal 60/90/120/150/180(+40%AP) magic damage and apply a debuff for the next 4 seconds that causes Janna's and ally champion's basic attacks and damaging spells to deal 10/15/20/25/30(+5%AP) bonus physical damage to that target and causes the debuff target to leave behind Tailwind's trails of wind as it travels.

Monsoon (R): No necessary change required; stays the same as it is now.


Enjoy the ideas! ~ Stacona

P.S. There are many reasons to why a champion needs changes, for example, either they are straight up outdated OR are currently 'viable' but do not have the most healthy game play patterns that make games enjoyable.


Now the reason for this Janna update is to fix spells that are too strong for little decision making and/or poor gameplay. Mainly her Tailwind (Passive) and Eye of the Storm (E) are the ones that need changes. Her Tailwind in the past and still not quite there has always been an invisible power source and still is, where it doesn't seem like anything is happening even though champions with the Janna nearby are getting large amounts of movement speed for an invisible power; invisible power does mean it is power granted to one's self or an ally and the enemy does not readily know of the power granted to their opponents (this is an in-game value, we do not apply reading a champion's spells for invisible and visible powers, most people know what the champions do at this point). Tailwind being an active power than invisible power allows for more power to be added to the spell since it is a very visible power rather than an invisible power; plus it is less of a headache for Riot to balance with it being more active and visible.

Eye of the Storm (E) right now grants too much power with zero thought process to using the spell and no interaction with her opponent for its power. The spell grants [rank 5 for simplicity] over 2500+ gold of stats in both defense of health and offense of attack damage because both offense and defense are on the spell at the same time makes this spell both no thinking involved to use and insane amount of power and auto win every trade; basically creating a spell that is not fun to go against ever and makes laning phase very dull since you cannot ever trade with the Janna lane forcing you to play passive and you cannot ever engage because it is Janna. My idea for Eye of the Storm is separating the offense and defense so that Janna is forced to choose between offense or defense, both the offensive cast is offensively stronger and the defensive cast is defensively stronger, but now there is a real decision for what the Janna wants to do with either protecting an ally with the shield and movement speed OR adding kill potential with a small nuke and an attack damage debuff on an enemy where for best effectiveness in-lane the Janna has to participate in the action and out of lane is a very strong offensive spell when a team works together to focus the debuff'd target.

Zephyr (W) this is just more like an idea being thrown out with an AoE line skill shot, make the skill harder to use with it being a skill shot, but more power with range and it being AoE. The active can be left alone and remain a point and click slow and nuke, just wanted to throw out the idea of this spell being an AoE line skill shot.

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