Can I address my concerns about the future Sej

Forhonor321··1 votes·344 views

First, her new W:

**60 mana 7/6.5/6/5.5/5 sec Cooldown Sejuani swings her flail, dealing 12/19/26/33/40 (+x) physical damage and applying Frost to enemies hit. She then lashes out with her flail, dealing 48/76/104/132/160 (+x) physical damage and applying Frost. Winter's Wrath deals 20% bonus damage to monsters. **

Wtf are these base numbers? 12- 40!?!?!?! The 20% bonus I guess is suppose to help with her clears and X being scaled off of health is ok, but lets face it, the base damage here is INSULTINGLY LOW! I have no recognition of any other ability in the game that does that little base damage, even if it is on the first part of it. The second part isn't that much better considering you're trying to hit someone in a straight line. I mean come on, you're swinging your mace directly down on someone in that area. It should deal far more damage than that.

P:

**Icebreaker: Enemies stunned by Sejuani are frozen, causing Sejuani's first attack or spell against them to deal 15/20/25% of their maximum Health as magic damage (max 400 vs monsters) **

Another concern is her new passive. Riot talked about Sej having too much power in her ult. So why does it feel like they moved all of that power into another god damn passive for her!?!? Any enemies stunned by her, and keep in mind that she can stun with her E when she or any melee allies nearby help apply frost, and are attacked by her take up to **25% of their health late game **! Are you kidding me? No wonder the rest of her feels like it's weak everywhere else. I can't really go into too much detail about it but the link to another board here goes more in-depth about the issues with this: https://boards.na.leagueoflegends.com/en/c/gameplay-balance/R7vo6UuA-new-sejuani-has-the-exact-same-problems-you-said-you-wanted-to-fix.

Finally her ult:

**100 mana 120/100/80 sec Cooldown Sejuani throws her True Ice bola that deals 75/125/175 (+40% AP) magic damage to the first enemy champion hit and stuns them for 1 second. The bola becomes more powerful as it travels, doubling the damage and stun duration and creating a storm that slows other enemies by 30%. After 2 seconds, the storm deals 150/250/350 (+80% AP) magic damage and slows by 80% for 3 seconds. **

Now I'm not too upset that she lost the multiman stun, but if you haven't already, take a look back at the mid season reveal on Sej's new abilities. The description on her ult goes by :

Sejuani throws her True Ice bola which damages, stuns, and freezes the first champion hit based on distance traveled. Long-range bolas leave behind an ice storm that slows enemies, erupting after a brief delay to damage and massively slow enemies except the original target.

Damage and slow enemies** EXCEPT **the original target....why? Again a more in-depth look can be found in the link, but this really angered me a bit. First, it doesn't feel rewarding if the stunned person isn't affected by the mini storm explosion OR the slows that come during and afterwards. This is basically another way to try and proc frost on enemies. The original ult at least felt satisfying to land or even miss since you could still do an AoE damage and get a slow on everyone hit. Here, it already feels less satisfying to use if you don't manage to damage everyone. It's like the person you stun is actually grateful that they got stunned so they don't have to deal with the damage or slows once the effect ends.

I was really hoping that the tank update would help put some faith back in me that these class updates are actually good and help and to possibly pic up Sej again since she was an old fav of mine. But after seeing what's on the PBE right now, number-wise and effect-wise, I'm completely pissed at myself for thinking that way. They need to make some major changes to her and fix this soon cause I'm not please in the slightest!

1 Comments

Kilanost1 votes

Literally the only thing Sej needed before the rework was increased damage to jungle monsters. She had exactly what they wanted in tanks: Low damage, high CC. In fact, my nickname for Sej was "The CC Queen." Now, they removed her most consistent form of CC (the slow on her E) and made it so the skill can only be used it stacked 4 times which requires the help of ONLY melee champions to do. Playing on a team with a Thresh support and a Rumble top? This skill is useless. Having 20% of your kit so dependent on having a team with at least 1 other melee auto attacker is ridiculous. This screams of the roll out being rushed. They had a deadline of the end of Spring split and had this passive on the table and said "hmm, seems strong if everyone can stack it (a mechanic that is already in the game Braum ) but the dead line is tomorrow. Lets just make it melee only. But then they did the most contradictory thing ever. They gave a tank 25% max health magic damage. So the end result of trying to lower tank damage and increase CC for Sej was remove her main source of CC and give her shit tons of burst. They literally took the champion that did exactly what they thought tanks should be doing and made her the exact opposite of that.

Want another example of how rushed this dog shit tank update is? Here we go:

Look at zac's ult. First thing it does is remove movement impairing effects. BUT then you have to channel his ult for up to 2.5 seconds. So remove movement impairment but force the champion to sit there anyway to use his ult. Put the cleanse on his E so he has a decent escape because his old Ulti helped him get out of shitty situations which he is highly susceptible to mid game. Also, one of the benefits of his old ult was that it spewed blobs all over the place for some healing after the initial engage. Where is that? Its bad enough the blobs spawn so far away now (an old nerf) but now you get that much less of them? Lets not even go into how they tried to introduce extra CC into his kit by removing the extremely consistent and useful AOE slow on hsi Q and making it an ability that only affects the first enemy hit. Then you have to find another enemy nearby to smash into them. Ive watched 2 full game plays and I've only seen this "smash" successfully pulled off once. So between that inconsistency and how easy it is to dash/flash/walk out of Zac's ulti, they've essentially made the only two things in his kit that they changed completely inconsistent. Wanted to fix pre PBE zac? Knock some damage off each of his ulti bounces. Done. Seriously of all the tanks to choose, why rework the one that feels the most satisfying to play?

Or we can talk Maokai:

Here's a guy who was the tankiest champion in the game. The PBE rework has no damage mitigation in his otherwise completely weak kit. The best thing that he has is his passive which now has a ridiculously high cooldown for most of the game.... which was the only thing that really allowed him to sustain in many of the lanes he was in. They made his travel time on his root so slow that people have enough time to play a ward and ward hop to a turret (or just dash or walk) so that if you use it in lane, you run a high risk of taking turret fire. On top of that, they moved his %health damage to his sapling toss which has a flat 12 second cooldown at all levels and its full damage is completely dependent on being placed in bushes. So now he has zero lane damage (because saplings 9 times out of 10 end up running toward minions after the enemy champion starts walking away) and also poor lane sustain and zero damage mitigation for late game. What does he have now? A nami ult that is so slow people can just walk out of range so the only way its hitting anyone is point blank in which case it only snares for .6 seconds and affects no one else behind the person first hit. So basically this rework is probably the largest failure because he has no ability to consistently tank damage, his snare has just as much of a chance of getting him killed as it does making a play, and he has no lane presence because most of his damage got transfered to an ability that chooses its own aggro so people can just walk away form it and let it aggro a minion or even just out run the damage entirely. So basically they took the best tank in the game, removed his damage mitigation, nerfed his passive to high hell, took the %health damage he could consistently hit (at the risk of over extending) and moved it to an ability with a flat 12 second cooldown that you have no control over after it lands that is easily the 2nd easiest ability to out run in the game, second only to his new, shittier nami ult rip off.

These reworks are a fucking abomination. Straight up hot garbage.

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