Proposal for Sejuani ultimate nerf change
So I like to bitch about things as much as the next bleeding wallet around here but to spice things up I thought I'd take a crack at what Riot plans to do to Sejuani's ult (again) and offer a suggestion that will increase skill without harshly decreasing power.
I've been playing Sejuani since she could whiff her ult entirely and still stun you for a full second, so I've seen some shit. The rework was, in my opinion, one of Riot's more successful ones, but the immediate result being a chain of nerfs kind of ruined it. To everyone's surprise, Sejuani's newly nerfed abilities received a power shuffle that made a lot of sense several patches back and now it's nerf time again.
Unlike many ults, Sejuani's ult has a consolation prize, whereby enemies in the missed ult's blast radius are slowed by 90% instead of stunned for 1 second. (Prerework Sejuani was nuts and I hate every one of you johnny come lately pig riders for ruining this for me.) The proposed ult change is that this 90% slow is changed to 30%. This is unnecessary, because in the League of Mobility a 90% slow is basically nothing to start with, and a 30% slow is even more of a joke. Between Sejuani and Evelynn (my other jungler) all a massive aoe slow accomplishes is a few burned mobility spells that will be up again in a few seconds anyway.
This secondary ult effect is automatic. Why not, instead of changing the nearly meaningless 90% to an almost cruel 30%, change it to an activation? With this change, whiffing Sejuani's ult will result in no damage and no cc at all. However, if she knows she's missed, or needs to hurl it into a bush and can't be certain it will hit, she can reactivate the ult to pop it for the secondary effect.
Skill goes up, fire and forget goes down. If Sejuani pops it too early she loses out on the stun. Now we can discuss the secondary skill itself. We could: -Leave it as it is; 90% slow and regular damage on all targets. ps. the difference between a 90% slow and a 70% slow is actually very little. -Lower the damage but make the secondary effect better. Half damage, 1.25/1.5/1.75 root or silence? Roots and silences allow targets to fight back without just spamming their jumps. -Keep the damage, make the effect better but lower duration. 0.75/1/1.25, for instance. Levers, everywhere.
I think it's taking a skill that already has a fair amount of counterplay and adding an additional skill requirement to get the most out of the worst case, rather than just making a booby prize (intended to be fairly unique among champion design) effectively meaningless. Thoughts? ~Uiru