Sejuani's ult in that clip traveled far enough to create its ice storm, meaning it dealt around 250 damage at rank 2. The ramping damage and empowerment is there to limit her ability to initiate from point-blank range, but in this instance she initiated from a sufficient distance.
Ah nevermind, the wiki i checked was confusing so i had to login to check which was actually right. And correct, if the icy storm appears then the damage is indeed 250 at that lvl.
Both ults are quite standard in the damage they deal, and again, two ults' worth of damage is not something that deserves to be erased with one component from another ult, plus a basic ability shield. In this case, the offensive ults were also skillfully applied, as they directly affected the carry and had a chance to miss, whereas the defensive abilities could never have missed or failed.
No they are not ._. Ori´s ulti damage is lower than average exactly because it's AOE CC ulti, this is common knowledge and it would never have been accepted if it weren't so.
And Seju a tank! Her ulti is basically not meant to deal any particular damage!
If we take a guess and assume that kog had 40 magic resistance, then Seju ulti would deal 175 damage and ori......probably 320 because of magic pen.
And that's before galio reductions.
Syndra's ultimate is at the very top end of burst for any ability, and I don't think should be held as the expected amount just to be able to make a dent in a squishy carry. In addition, 2 extra spheres would be far more time than C9 was afforded in that video to make their move.
Not really, she could easily have gone in with Q-E-W-Q-R which only takes roughly 4,8 seconds to do, and most would actually conjure a few sphere´s in preparation of a teamfight since they last 8 seconds anyway.
Some would even carry a sphere around with W if they think a fight is about to happen.
Xerath, lux, malz,vel koz, they would also have done considerably more damage than ori did in that situation.
And they would have been a lot better for a team that already lacked damage.
Except Orianna's kit doesn't lack damage. Not even her ult lacks damage, as you can see by comparing its numbers with most other ults. She has a lot of utility for sure, but is notorious for having a bit of everything in good amounts, which is why she's competitively popular. Whether or not that is a good thing is a separate matter, but in this case at least I do not think it is at all justified for a single, point-and-click basic ability shield to counter the damage from a telegraphed offensive ult that can miss.
Ori is good because overall she does not lack anything, however her ulti alone is mediocre damage wise. And she is competitively popular because she scales up to be strong even without winning lane and even if you get crushed a good ulti can still save a game.
Faker has proven this to be a indisputable fact.
As a side note, this should've increased her W damage significantly, as it scales with bonus health. It is also better for her to do so than for most other tanks, because her passive gives her massive bonus resistances.
Most would already argue that Seju deals too much damage already, as seen by the nerfs she is getting to both damage and durability.
Gnar did not in fact hit Sejuani during that fight where she lost most of her health, so that damage was single-handedly Kog'Maw's. In the end, though, what you're saying is that Sejuani had both her total health and her total armor devalued by her opponents, to the point where she lost most of her health pool in, again, literally just one second. I don't think that is really fair for a tank, particularly since Sejuani apparently is meant to be one of the stronger tanks right now.
Are you drunk? He clearly applied his W on her, anyone could see it O_O
2 auto attacks, then Q before switching targets to orianna.
Also, Seju was hit by both galio and grag ults,additional magic damage right there.
Not to mention, even before todays nerfs seju was intended to be weaker with her passive down, and it already was from earlier poke.
Again, with which build? There have been recorded instances of Shyvana being bursty when she's ahead and goes full damage, but that does not last for very long without her getting killed very quickly later on.
I didn't really burst though, i just ulted through nami ulti to get ontop of twitch, used E-W-Q and a few more autos which was enough to kill him all the way until like 22 minutes.
He isn't really tanky? I used a standard bloodrazor-tabi-mallet-randuin deal.
Phantom Dancer is fairly popular at a 4.16% pick rate, and GA is similarly in the most popular and successful builds for most marksmen, including top-tier marksmen like Kog'Maw, Twitch or Tristana. Even if they weren't popular, that would simply mean that some other choice would be even stronger than all of them, despite them already being very strong. I don't know where you got your information from here, but the fact remains that many marksman items have defenses baked into them, and don't force the player to make a tradeoff between offense and defense.
If you are looking at lolking, stop, they use item statistics for all ellos which isn't so great since it includes bronze and silver.
And those two items don't have any inbuilt defenses?
They do, i just pointed out that they are generally more popular unless enemy has something like a Zed O.o
Graves was good because he could get seriously tanky with the combination of damage items he took. The nerf to his E was simply there to make him squishier overall without directly targeting the relevant items. Even now, he gets pretty consistently durable just by picking the right damage items.
He get's durable for a marksman offshoot, which is really not a lot.
The nerfs sent him down to a 47% winrate in platinum, which is near the bottom if all junglers with only 3 others below him and like 30 above.
As a class, marksmen are designed to output damage from a distance, and are therefore meant to use their range as a means of avoiding damage. Some can kite through mobility, and less mobile champions tend to have crowd control or extreme range in order to keep targets at bay. In this and many other respects, I don't think marksmen are all that diverse. This also raises the question as to why Janna should offer a bonus that pretty much exclusively works on marksmen, while also being broad enough to apply to all marksmen equally well.
Except most melee´s are directly able instantly catch up through various means, Shyvana with her ulti for instance. In this game melee having gapclosers is common.
The issue is now that even if they gapclose the barriers are so huge that they don't end up doing much.
But if you send a marksman in to kite anything except a Darius without deadmans then unless it's Vayne it will probably fail......oh and shyv without ulti is also easily kitable.....illaoi too.
The bonus AD is already useless on the majority of champions. Personally, I think this is a reason to scrap the bonus entirely and replace it with something more generally applicable, though here I simply picked Janna's shield as an example of how it could be tweaked through numbers alone to have significantly more counterplay, without wanting to go on a whole spiel on how I want to rework her.
Generally applicable? Such as what? Movespeed? Omni vamp? More defensive stats?
There aren't actually a lot of options that are good :(
I am one of those people. My point here was not to say Janna should be even more marksman-centric than before, but that there are methods out there of giving counterplay to otherwise very reliable effects.
Didnt i mention finding your ideas on that very concept on lulu good but the specific application on Janna to be bad?
A paper thin shield is and always will be useless, you´d end up needing to make janna stronger in another area which would be just as bad.
And the final point about that fight that i mentioned several times already that you have splendidly ignored
But peopple can say whatever they wish, kog would actually have died in that fight if not for a very crucial detail that you and many others seem to happily forget.
The fact that Kog´s Gragas ulted away the enemy team, and then personally chased away their botlane while gnar chased away midlane. Is this not a skillful thing?
The fact gragas managed to ulti away enemy botlane from his kog while also ulting their midlane into his own gnar? Does this not deserve recognition since this is what ultimately saved kog?
Kog would have died, had his team as a whole not played the entire thing so perfectly.
And C9 so stupidly, they exposed their entire backline to grag and divided their team between galio, grag and kog.
With gnar on the side with ori.....
And i do believe it to be alright for supports to have barriers like 220 or whatever Janna´s base shield is on maxing. After all general mages with an entire rotation reach so much higher than that, even without too many items.
Then if we add in items they might just kill the shielded carry straight through the shield like it wasn't there, i certainly have done it plenty of times playing midlane.
Thus it's perfectly fine, especially with the help of a galio going in for additional help.
Those barriers are only problematic for those who lack damage or go in alone.
Then back to your argument on marksmen kiting, did you know? Most Koreans Ashe mains have dropped the champion.....because she can't kite well enough.
The very first league marksman designed to kite and CC.
The issue Riot faced with this design is that if it works it's OP but if it doesn't then it sucks, thus they opted into more or less abandoning it.
Instead the marksmen who can disengage, like Trist and Vayne, or those who self peel like Xayah and Varus have risen up, along with Twitch who avoids being targeted in the first place.
Kite marksmen do simply not work in this game, it has been quite clearly proven with the failure of Ashe and the endless controversy about Kalista :(