Thoughts and Discussion: Janna
Points about Janna:
~ First off! Janna mains I am NOT here to sabotage your champion in any way, shape, or form; this makes zero sense to do and stop thinking the world is completely against you and out to get you! ~ ~ I see two point of views, of fair and fun to play AGAINST as well as fun and rewarding to play as. Janna right now, especially the higher you are in the ladder, gets more frustrating and extremely anti-fun to play against; and she may be fun to play as, but unless you perfectly time your tornado to stop Leona's E (as well as other engages), she is not rewarding to play as.
~ Janna was NEVER supposed to be this easy to play as / an introductory support and she should be moved into hard to play (and master) champion. ~ ~ Sona is supposed to be that introductory and easy support for new players to get into, but I would argue she needs a big time rework to make her abilities a little more interesting to use and a brand new passive for new players to understand (because I still remember my struggles as a new player of not know how to use her passive, it is not that simple when you first get into playing League of Legends). But this is supposed to be about Janna, not Sona.
~ I absolutely LOVE her wind mage theme!
~ I want Janna to be active and go to her team, because right now her kit is dependent on everything coming to her. So this is what I mean when I want her to be an active champion and not a passive one, this is different than removing those defensive-passive ways, since we can be in a world where Janna has to actually work for her defensive power.
~ Complete destroy any form of tank Janna. Ensure she is building squishy in order to compensate for her very powerful spells so she can equally get blown up when she misplays. It is extremely frustrating when the most important character on the enemy team also can build items like a frozen heart and keep that spell potency. Janna is a mage so she should be squishy as one as well, and the definition of a mage in this context is someone that is very low armoured that wields powerful magic, Janna is utility based instead of damage based which is why she is a support - which is broken up into either tanks (usually melee + Thresh) or mages (basically all the ranged characters with strong utility that function off minimal gold minus Thresh).
~ There should be room left in for Janna can before well-timed counter moves to stop the enemy from doing what they want. Emphasis on well-timed, so things too early or too late should have the enemy succeed in their plans.
~ Janna's shield has WAY too much powerful for something that is always good "press E" and win game. Even something like a decision making process like Nami's heal would help make this ability feel more fair, having to decide between one action or another action that share the same cooldown, this makes it for an ability can be strong since its effect is divided making one form of its usage not always super good, best choice ever. ~ ~ For the record, I am not saying making Janna's shield like Nami's heal. It was just a random example of creating a point and click shield/heal into something that becomes a very interesting spell to use and create decision making of what is the best way to use it.
~ The passive needs a complete rework. Two majour reasons for this: There is no self-passive so it feels bad for the player and the passive is a lazy passive since it says "come to me, because I am not coming to you". We can definitely make something a lot more interesting for the Janna player that is also visible for the other members of the game.
~ Zephyr (W) is something that can receive just a straight rework. This ability has both a lot of power and invisible power among the active and passive respectively with little to no work to do for it, trade-off of using the active removes the passive is a cool concept though that should be re-used. ~ ~ For the wind bird, I LOVE THE LITTLE GUY!!!! <3 The wind bird HAS to stay on Janna's kit somewhere, and make a bigger deal out of him for his gameplay too because he is awesome! Show the bird some love! (Technically it is a wind spirit, but it's still a bird.)
~ Monsoon (R) I want this ability to fill more of an active role for Janna, this way it is less good all the time and more situational super powerful moment of power, emphasizing on landing her tornado to be the counter/stop engage tool. ~ ~ Would like to see Monsoon turn into an ability that says "Janna is a powerful storm that comes rolling on in to save the day!" rather than press R and tell the team to gather around for a super powerful AoE heal over 3 second (healing everyone to full even under fire from the enemy team / Baron Nashor).
~ Emphasis on Janna being REWARDing and fun; also emphasis on not being so damn boring and frustrating to play against (especially in high elo where the "good" Jannas are).
Below is just for fun to help brain storm ideas! I repeat, the below concept kit is there simply to help brain storm ideas by giving ideas that you and others may never would think of otherwise!
Basic Attack Range: 575 from 475 units
Elemental of the Wind (Passive): Whenever Janna basic attacks or casts an ability directly on a target then her wind elemental will fly to the target for 6 seconds, 3 seconds for enemies, damaging enemies along the way for 40 - 150 (+50%AP) magic damage. The wind elemental can only fly to the same target once every 6 seconds.
As long as the wind elemental is flying around the target they are sped up / slowed for 14%(+6% per 100AP), reduced to 7%(+3% per 100AP) bonus movement speed while flying around Janna.
Howling Gale (Q): Cooldown: 13/12/11/10/9 seconds; Cost: 80/90/100/110/120 mana; Range: 1700 units / 30 degrees Janna summons a tornado at her location that remains in place for up to 4 seconds, charging up over time. Every second the tornado charges for causes it to gain increased damage and speed.
Janna releases the tornado, getting bigger as it travels knocking up enemies for 0.1 to 1.5 seconds based on its size, while dealing between 20/35/50/65/80(+22.5%AP) to 80/140/200/260/320(+90%AP) magic damage based on how long it charged for.
Fury Stroke (W): Cooldown: 18/16/14/12/10 seconds; Cost: 70/75/80/85/90 mana; Range: 750 units Janna unleashes a powerful wind at the target enemy dealing 80/120/160/200/240(+50%AP) magic damage and knocking it back 600 units, if the target gets knocked near [~125? units] an active Howling Gale then it gets sucked into it.
Eye of the Storm (E): Cooldown: 14/12.5/11/9.5/8 seconds; Cost: 80 mana; Range: 800 / 425-625 units Janna shields herself, the target allied champion, or allied tower for 60/90/120/150/180(+100%AP) shield for 2 seconds, if the shield took champion or epic monster damage then its duration is doubled to 4 seconds.
While the shield still holds, an outer storm is created around the target dealing 40/55/70/85/100(+30%AP) magic damage per second and grounding enemies inside. If the storm executes an enemy then the kill credit is awarded to the shielded target.
Monsoon (R): Cooldown: 150/130/110 seconds; Cost: 100 mana; Range: 600 units Janna creates violent yet soothing winds around her for up to 7 seconds, gaining 30/45/60%(+10% per 100AP) increased total movement speed, increasing by 1% per 1% health the lowest health allied champion is missing that she is moving towards, unable to take sharp turns during this time.
Allies struck by the winds are healed for 8/14/20(+5%AP) health, this healing constantly doubles for every second the storm is active for, the same target can only be healed once. Every champion Janna heals will heal herself for 50/75/100(+50%AP) health, max 200/300/400(+200%AP) health. Maximum healing is 1024/1792/2560(+640%AP) health.
Cast Monsoon again to end the effect early.
she isn't tanky its just a tank item on her