Thoughts and Discussion: Janna
So what I would like to see for Janna is create a larger skill discrepancy between a great player, good player, mediocre player, and a bad player. Right the difference is basically if you can stop a Leona E with your tornado, for one example, and there should be a lot more of a difference between challenger, diamond, gold, and bronze Janna players. Now to clarify this is not completely removing passive gameplay, but give Janna a lot less reward (A LOT LESS) for when she sits way behind her marksman and just pressing E every so often and when you hit 6 you press R when the enemy tries to engage - there should be champion on champion interaction even among passive champions.
The change will result in making Janna a lot more exciting to play while still giving her tools for clutch saves, her true power will come when she interacts with the enemy, without that interaction she can still do her tricks, but those tricks are within very small windows of opportunity.
I am going for two majour broad categories: ~ Have Janna fun and exciting to play, while still allowing for clutch saves ~ Really encourage Janna to position and interact with the enemy and take off a ton of free power for playing passively so that she can get a lot more power for when she interacts with the enemy team; create a fairness and remove frustrations when playing against Janna (it should feel like Janna outplayed you and not you outplayed Janna and lost because she pushed a button)
~ bonus third point. Have everything with Janna very transparent power and not invisible steroids, make it clear as day of why she or her allies deal more damage and why she moves so fast AND all for a GAME ONE player should know what she does just by looking at the abilities. I cannot emphasize this enough of how invisible her power really is.
Basic Attack Range: 500 units [from 475] Attack Improvements: Wind up time greatly reduced for a lot more fluid attack. Attack animation greatly quickened for a more fluid attack. Movement: 335 units per second [from 325]
Blanket of Wind (Passive): Janna gains 10% of a shield for 2 seconds whenever she damages an enemy champion, up to a maximum of 60 - 300 [based on level] (+100%AP) shield. Duration refreshes with continual damage against enemy champions.
Howling Gale (Q): Cooldown: 16/14.5/13/11.5/10 seconds; Cost: 100 mana; Range: 750 / 500 units 1st Cast: Janna marks the target ally or enemy champion creating a harsh wind around it for the next 3 seconds. This wind grants Janna 200% increased total movement speed while near the target, if Janna gets a full lap around the target then the wind creates an upward draft knocking up enemies for 1.6/1.7/1.8/1.9/2 seconds and dealing 100/140/180/220/260(+90%AP) magic damage.
2nd Cast: Janna creates an upward draft early knocking up enemies for 0.25 second and dealing 40/60/80/100/120(+40%AP) magic damage. This occurs immediately if Howling Gale was self cast.
Zephyr (W): Cooldown: 14/13/12/11/10 seconds; Cost: 75 mana; Speed: 900 units per second Janna summons a wind spirit that flies to the mouse cursor for the next 1.5 seconds, enemies it passes through are dealt 60/80/100/120/140(+50%AP) magic damage and slowed down by 25/30/35/40/45%(+4% per 100AP) for 2 seconds.
This wind spirit leaves behind a trail of wind for the next 4 seconds granting allies 30/35/40/45/50%(+10% per 100AP) bonus movement speed while on the trail.
Eye of the Storm (E): Cooldown: 10 seconds; Cost: 60/70/80/90/100 mana; Range: 800 / 550 units Passive: Janna's basic attacks against enemy champions, structures, and epic monsters charge the next cast of Eye of the Storm increasing the duration by 1 second, up to a total of 6 seconds.
Active: Janna shields the target allied champion or structure for 90/120/150/180/210(+100%AP) shield for 1 second and create a storm around the target as long as the shield still holds dealing 40/60/80/100/120(+30%AP) magic damage per second.
Monsoon (R): Cooldown: 160/140/120 seconds; Cost: 200 mana Janna gains 200% bonus movement speed when moving towards allied champions for the next 3 seconds causing her to leave behind harsh and yet soothing winds that persist for 3 seconds healing allies within for 50/75/100(+25%AP) to 150/225/300(+75%AP) health per second based on the target's missing health. Healing applies in quarter-second intervals.
If Janna collides with an enemy during this time then they get knocked away for 600 units one time.
UPDATE: Multiple balance adjustments and changes to better reflect Janna as an utility-mage and not overlap as a damage-mage. Adjustments to reduce running away.
Reduced my point-and-click knock-up time for Howling Gale to better reflect this is meant to disrupt dashes and not be about lock-down at all, the aggressive version is for lock-down and juicy damage.