Let's talk about Janna
Hey Everyone,
Just thought as a support main I would stop by to talk about the proposed Janna changes and what is good and bad about them. Janna's been running a pretty high win rate in upper echelons of ranked due to the fact that she can quickly and frequently apply a high-powered shield that also increases AD. Given that the cooldown can be reduced to 5.5 seconds with 45% CDR and buffed with Windspeakers Blessing, it is easy to understand why she can be a problem.
Janna's kit is pretty one-dimensional: you apply a shield preemptively or in a pinch to add some survivability and fighting power, you do your best to peel with Q, W, and R, and stay behind or in front of our team enough to provide the MS bonus from coin upgrade and passive. I like the proposed changes to give Zephr a little more functionality to her kit. It is a STEP in the right direction. Increasing both the cooldown and mana cost on her shield, however, are not going to do anything but give Janna more time to sit around with her long cooldowns and perform little function for her team.
I propose instead of just nerfing the shield, make it more powerful and increase the cooldown. This way, Janna must choose the appropriate time to apply the shield, but when she does, it is meaningful and effective.
One other interesting idea I had was to allow Janna to use a FULLY CHARGED tornado to travel (similar to Taliyah's wall) so that she can then position herself for an ultimate knockback.
Right now, Janna is only powerful because of the raw power in her shield. If you are going to heavily nerf her, you should at least try to throw some power into her utility. Everyone seems to forget that her tornados are very unreliable for cc except when insta-cast and do almost no damage. All I ask is that you consider adding an additional level of gameplay to her kit to provide more interaction than spam-casting E in exchange for the raw power her shield provides.