That is not how you nerf Janna.
Janna
-Zephyr (W) cooldown increased to 12 at all ranks from 12/11/10/9/8
This is on the PBE currently. I'm really confused about this nerf. What are the goals of removing the cooldown scaling with levels? The only thing I can think of is that riot feels that the value for putting a point into her W is high, or maybe to increase the window of opportunity where she doesn't have her passive W benefit?
This doesn't hit Janna at all though, all you're doing is shifting her mid-game gameplay patterns to her Q. If this change goes through, you're just telling me to max Q second, and let my W scale with AP.
She needs a new passive, as well as change to her free movement speed on W. Giving her entire team 5% movement speed to get to a fight, or just late game in general, is kind of insane. Especially the horrible buff to her passive aura range (why did you listen to reddit lol), that was totally unnecessary power given to her.
This is what I'd like to see done to Janna:
Janna
**Tailwind - Changed **
-When Janna casts a spell, the residual winds create an aura (800 or less range) for 3 seconds that grants herself and nearby allies 4%+(0.0075xAP) bonus movement speed.
Howling Gale
-Mana Cost Reduced to 90/95/100/105/110 -Fixed a bug where Janna couldn't instantly release her howling gale if she ran out of mana casting the spell.
Zephyr
-Passive movement speed buff reduced to 4/5/6/7/8% + (.015xAP) from 4/6/8/10/12 + (.02xAP)
OR
Cooldown increased to 12 Seconds at all ranks from 12/11/10/9/8
Changed my mind, I don't want to see the cooldown per level reduced. It'll make Q far too attractive to max second.
Monsoon - New Effect
-While channeling her healing winds, tailwind's movement speed bonus is doubled.
This actually hits Janna where she needs to be hit. On top of this, we've added a passive with a little bit of gameplay, as well as some kit synergy with her ultimate. A good Janna player will now have to consider her movement speed bonus when channeling her ultimate. Does she channel to help her team get away, or does she disengage and hope she provided her team with enough tools to escape?
On top of this, the ridiculous mana cost on her Q makes it impossible for players to consider maxing it second, removing some of the choice of mid-game skill levelling. If riot is concerned about zero-interaction AP-mid Janna, her Q can deal reduced damage to minions. A mana gate like that is kind of silly when you can solve the problem with reduced minion damage.
I seriously hope Riot reconsiders their Janna changes. Target her passive, please.