Idea for Janna Rework to Make Her Less Frustrating

MalleablePapaya··1 votes·622 views

Hey, Board members! I posted this on Reddit, but it didn't get a whole lot of traction, so I was hoping that maybe on the boards I might be able to get something better or more feedback, positive or negative haha:

Hey everyone! I'm MalleablePapaya and I'm a support main who used to ADORE playing Janna with 98k mastery points on her (which I know isn't like, a TON but I think it's enough). There's been a lot of talk lately about how she's kind of anti-fun and OP and a "shield-bot." So I thought I'd come up with an idea of a kit for her that is a little reworked to make her less frustrating.

So, I think what I personally really enjoy about Janna is the ability to disengage and engage, and especially the idea of speed. I really love using her tornado to block a khazix jump and using her monsoon to knock a carry into their team (Janna insec best insec), and so in doing this, that's the kind of stuff I kind of wanted to keep, but make her less oppressive in lane. I want her more of an "anti-assassin" but not necessarily "makes my adc just all around better in teamfights" as well as maybe helping more than one target. So these are just some quick thoughts. I'm not really gonna put numbers in here because I'm not a balance god or anything and these are just some ideas I kind of wanted to try

Passive

So my first thought is to change the passive. Currently it's a silly little speed boost while you're moving towards Janna, but as Riot has said in their patch notes about Tahm Kench "towards" is very vague, and honestly I find it kind of boring! So the new passive still called tailwind goes something like this:

Tailwind: Whenever Janna casts her Q or W, a tailwind is created in its path that grants allied characters (let's say 10+.05 per AP)% movement speed while traveling along it, that lasts some amount (maybe like 5? or 5-10 depending on level) seconds.

I think this adds a lot more coolness to using your basic abilities as Janna, and I got the idea from that old Galio ability that did the same thing. As well, this adds some counter-engage to her disengage, and imo rewards a Janna who places her abilities well.

Q:Howling Gale

So I don't think this ability needs to be changed much, I think it's a really cool, and I like it a lot. I personally would like the super slow q change to be reverted back to where the speed remained constant but charging it = more distance and damage, but I don't really mind either way

W: Zephyr

Also, I'm pretty cool with this one, but I think a thing that would make it interesting is allowing it to be on a charge system (and lowering the damage/slowdown/speedup when not on cooldown too) where you can have up to 3 Zephyr birds, and can cast w at 3 different enemies in a fight, with a short cooldown between charges, but charges take much longer to recharge. Basically, do you want to w 3 different enemies to make sure you have as much of the battlefield coated with your passive as possible, or do you hold on to 3 stacks so that you can roam super duper fast? I think it adds some skill/macro expression.

E: Eye of the Storm

So, this is the ability that has a lot of people's jimmies rustled. Massive shield, low downtime @ full build/cdr, gives extra auto-attacks?? It's just too much.

For me, when I hear the idea of the eye of the storm, you have a small pocket of peace and solitude, but not for long. The storm is still coming, and you're not safe forever. So, that's kind of where I'm coming from with this ability. Once again, instead of being about keeping your teammate in the fight, it's about a respite, or about disengage, or letting the rest of your team get into a better position around you.

Eye of the Storm: Janna begins to channel a protective spell on the ground, that cooks and matures after (idk, 1-2 seconds?). Once it has matured, an ally can click this spell once in melee range (much like Thresh's lantern) and then be whisked away into a puff of wind for 0.75/1.25/2.0/2.5/3.0+(.5 seconds per 100AP), where they are untargetable, but cannot perform actions other than movement and have movement speed reduced to 50. The ally who clicks the spell can choose to end it early, gaining extra adaptive force and movement speed (a small amount, not enough to make up for the 3 seconds of 50 movespeed) based on how long they are in the stasis

So my thought here is to add a bit more skill expression with both her and her adc/whomever she is protecting. Instead of just an instant "fuck you" shield, it has to cook for a while, and rather than just making so your damage bounces against the adc in question while they destroy your ass with extra AD. In this case, they have to stay out of position for a while in order to gain extra power, and can't just instantly re-engage. I think this is just a more cool version, where you still get more power out of using it, but it requires a bit more coordination and planning. (Also, yes my inspiration for this one was Puck's Phase Shift from Dota 2)

Ultimate: Monsoon

Leave this one as is, maybe reduce healing and add movement speed or something but that's not necessary, or maybe like leave a circle of extra speed based on how long the channel goes once the channel is finished.

So yeah, those are my ideas on a potential like, rework of Janna that would make her a bit more skill-intensive and less brainless but still with a lot of avenues for success. Be sure to tell me what you think, and sorry if the formatting is really bad I tried my best

TLDR; New passive kind of like old Galio Righteous Gust on Q and W, Q and W stay mostly the same, new charge system on W, E is like Puck's Phase Shift from Dota 2 that needs to cook kinda like Bard heals and needs to be interacted w/ like Thresh lantern, Ult stays the same.

2 Comments

Raoul1 votes

Well, they could that, or they could just go to Jannas file on the servers, select it and press SHIFT+DEL

TempName748141 votes

deletion is the only way to fix janna

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