Let me just quote myself and show the comparison between the old Shen and new Shen in a post I made earlier.
[{quoted}](name=Waddling Death,realm=NA,application-id=3ErqAdtq,discussion-id=kBEW2Mm3,comment-id=0028,timestamp=2016-02-07T16:38:12.512+0000)
As a Shen main I too would like to address the problems with his new kit. And I will compare every skill to the old one, including stats.
Ki strike CD 9/8/7
Shen's basic attacks periodically deal 8 - 76 (based on level) (+ 10% bonus health) bonus magic damage and restore 10 / 20 / 30 energy.
Every basic attack reduces Ki Strike's cooldown by 1 second, doubled to 2 seconds while Feint holds.
His old bread and butter passive, damage and energy management in one complete package. Rewards Shen for being aggressive. Able to proc multiple times in a prolonged fight especially with W.
Ki barrier CD 10
After using an ability, Shen shields himself from 52 - 120 (based on level) (+ 14% bonus health) damage for 2.5 seconds. Abilities that successfully affect champions reduce Ki Barrier's cooldown by 4 - 7.5 (based on level) seconds.
Shen's power manifests as a Spirit Blade that he can control with abilities.
Supposedly the trade off for removing old Shen's good sustain in lane, while a decent shield stat wise. Not on demand and too short of a duration to really do anything. The only skill where that shield should be delayed is his ult, all the others should activate it on cast. If it has a low duration, it needs to be on demand. I feel this is a direct nerf compared to Ki strike which was a really good passive before he got reworked (again). He is full melee auto attack reliant, lets not be silly and give him some power.
Vorpal Blade RANGE: 475 COST: 60 ENERGY CD: 6 / 5.5 / 5 / 4.5 / 4
ACTIVE: Shen throws a blade at the target enemy, dealing them magic damage and marking them for 5 seconds.
MAGIC DAMAGE: 60 / 100 / 140 / 180 / 220 (+ 60% AP)
Shen and allied champions heal over 3 seconds upon damaging a marked enemy, with the duration refreshing with subsequent damage.
HEAL PER SECOND: 1 / 2 / 3 / 4 / 5 (+ 0.5% maximum health)
MAXIMUM HEAL: 8 / 16 / 24 / 32 / 40 (+ 4% maximum health)
If Vorpal Blade kills its target, Shen instantly benefits from a second's worth of its healing.
Old Shen's only threatening ability, a low damage low range spammable point and click ranged ability. People have been complaining that this ability is pretty much free poke and it is, if you are unaware of the existence of magic resist. It is a low damage ability which means Spectre's Cowl effectively counters it (and Ki strike's damage). While being a relative cheap item to rush, complain about Shen outtrading you while you rush AD. While Shen rushes a Sunfire Cape, boosting his damage/sustain/tankyness, and then wonder why you lost. I agree that the ability was too easy to use, but be mindful of its extremely short range and that its use for poking will only work in lane. The only time I miss this ability is when a enemy champ is walking away with a sliver of health, E is on its huge cooldown/flash not up and I am just outside of AA range. Where is my sword of justice?
Twilight Assault RANGE: 200 COST: 140 / 130 / 120 / 110 / 100 ENERGY CD: 8 / 7.25 / 6.5 / 5.75 / 5
ACTIVE: Shen recalls his Spirit Blade to his location and Twilight Assault empowers his next 3 basic attacks within 8 seconds to deal bonus magic damage. Enemies the blade collides with are Slow icon slowed by 35% for the next 2 seconds when moving away from Shen.
MAGIC DAMAGE: 3 / 3.5 / 4 / 4.5 / 5% (+ 1.5% per 100 AP) of target's max. health
If the Spirit Blade collides with an enemy champion, the empowerment is Twilight Assault strongly enhanced, dealing 2% (+ 0.5% per 100 AP) of target's maximum health bonus damage and gain 50% bonus attack speed.
ENHANCED MAGIC DAMAGE: 5 / 5.5 / 6 / 6.5 / 7% (+ 2% per 100 AP) of target's max. health
Empowered attacks against non-champions deal additional damage, but their damage is capped.
NON-CHAMPION BONUS DAMAGE: 30 / 50 / 70 / 90 / 110
_Credit where credit is due, the animations are super cool. I love them and I feel that the Q is pretty powerful if people actually stand and fight you. If they ignore you, not so much. The slow is too insignificant for the difficulty of actually landing the blade on a enemy champ, it should slow them regardless with a smaller slow so you can at least use it to retreat. I like the enhanced damage for Twilight Assault, but I wish the final strike had a small range increase. The thing that bothers me the most about this skill is, that is not on demand like his passive. Does not reset auto attacks, has a ap scaling while Shen can't build ap. I'm not suggesting that it should scale with health or armor, that would break it. Shen needs something that makes him stick long enough to champs to do his auto attacks, so I suggest moving the slow to his auto attacks if the blade is pulled through an enemy and greatly enhancing it.
_
Feint COST: 50 ENERGY CD: 9 / 8 / 7 / 6 / 5
ACTIVE: Shen shields himself for up to 3 seconds.
SHIELD: 60 / 100 / 140 / 180 / 220 (+ 60% AP)
Simple on demand shield, boring but effective.
Spirit's Refuge COST: 40 ENERGY CD: 18 / 16.5 / 15 / 13.5 / 12
ACTIVE: Shen primes his Spirit Blade for 2 seconds, causing it to project a protective zone around it for 1.75 seconds if he or an allied champion move nearby, granting allies in the zone 100% dodge chance.
I like it, but also hate it. Its very hard to keep track of the blade location in a teamfight, and I feel it is only good against auto reliant champs like Yi (duh). The cost is super low, and the CD is super high. Effectively removing another short cooldown ability on Shen, while giving him a minuscule window of opportunity against certain champs. I'd rather the cost and CD were changed a bit, so his ability costs more but has less CD because of it. Maybe allies could also benefit from Ki Barriers shield while inside the field, so AOE is mitigated a little (since it won't help against autos).
Shadow Dash RANGE: 600 COST: 100 / 95 / 90 / 85 / 80 ENERGY CD: 16 / 14 / 12 / 10 / 8
ACTIVE: Shen dashes in the target direction, dealing magic damage to all enemy champions he hits, Taunt icon taunting them for 1.5 seconds and restoring 40 energy per target hit.
MAGIC DAMAGE: 50 / 85 / 120 / 155 / 190 (+ 50% AP)
Taunted opponents deal half damage to Shen with their basic attacks.
The only bad thing about this ability was the AP scaling, yet that was only a minor gripe.
Shadow Dash RANGE: 600 COST: 180 ENERGY CD: 18 / 16 / 14 / 12 / 10
PASSIVE: Shadow Dash's and Twilight Assault's damage recovers 30 / 35 / 40 energy.
ACTIVE: Shen dashes in the target direction, dealing physical damage to all enemy champions he hits and Taunt icon taunting them for 1.5 seconds.
PHYSICAL DAMAGE: 50 / 85 / 120 / 155 / 190 (+ 12% bonus health)
_Lets compare the two. _
Old dash costs 50% to 40% energy to cast but replenishes 20% energy per champ hit.
Old dash dealt a small amount of magic damage.
Old dash halves damage taken from auto's.
Old dash scales with ap.
New dash costs 45% energy across the board and replenishes 10% energy at max rank.
New dash deals physical damage.
New dash scales with hp dealing up to 240 extra aoe damage if you have 2000 bonus health.
New dash has a longer CD.
Conclusion:
Its nerfed, hard. Shen's taunt was never about dealing damage, I always felt guilty stealing a kill when all I meant to do was taunt that champ for my team. It replenishes only half the energy the old taunt did, though that doesn't bother me as much. The cost increase hurts especially when you miss it more so than old Shen, simply because double energy pool = not double energy regen. So why, why is his signature taunt nerfed in cooldown while he is full melee now. Extra damage does not make up for the fact that it does nothing to enhance his tanking, mobility and utility. Damage is the last stat that Shadow Dash needs, if anything it should be removed and his CD should be reduced. Allowing a good Shen to taunt multiple times and a bad Shen to run out of energy in a heartbeat.
Stand United RANGE: Global CD: 180 / 160 / 120
ACTIVE: Shen channels for 3 seconds, granting the target allied champion a shield that lasts up to 5 seconds.
SHIELD: 250 / 550 / 850 (+ 135% AP)
If the channel completes successfully, Shen blinks to his target, placing himself between them and the nearest visible enemy champion.
Always fellt weak at level 1, I was hoping a cooldown reduction if the target is killed before the channel ends. It has a really strong ap scaling, while Shen can't build ap.
Stand United RANGE: Global CD: 180 / 150 / 120
ACTIVE: Shen channels for 3 seconds, granting the target allied champion an absorption shield that lasts up to 5 seconds.
SHIELD: 250 / 550 / 850 (+ 130% AP)
Upon completing the channel, Shen and his Spirit Blade Stand United Shield blink to the ally's location.
_They nerfed the ap scaling, lol. Though I'd rather see it go for a halved cooldown if the target expires before channeling ends, or the ability to activate W on the target during channeling. _
Now in case you were wondering:
Old Shen stats
Health 2016 at 18
HP5 17.7 at 18
Energy 200 at 18
Eregen 50 at 18
Attack Range 125 at 18
Attack Damage 117.5 at 18
Attack Speed 1.03 at 18
Armor 93.7 at 18
Magic Resist 53.4 at 18
Movement 335 at 18
New Shen stats
HEALTH 540 – 1781
HEALTH REGEN 10.0 – 22.8
ENERGY 400
ENERGY REGEN 50
MELEE 125
ATTACK DAMAGE 60 – 111
ATTACK SPEED [*] 0.651 (+0% – 34.0%) (0,986 at 18)
ARMOR 25.0 – 69.2
MAGIC RES. 32.1 – 53.4
MOV. SPEED 340