Proposal for Sejuani ultimate nerf change

Uiru··2 votes·1,073 views

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

5 Comments

thinking man6 votes

{quoted} 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.

I stopped reading and downvoted here. A 90% slow is massive against virtually anything. You'd need to land a max-range non-stun ult for it to not matter. An AoE 90% slow with high damage is always useful.

Okay I actually read the idea after writing that post, but that's not enough of a nerf since it's not hard to activate right before you're out of the miss range. That adds virtually no skill floor to her at all.

My disgust grew as I skimmed less and read more and now I don't know if you're sure of what you're talking about since you proposed buffs at the end to go with a largely meaningless change.

Uiru1 votes

Virtually anything without at least one mobility spell. Unless you're unleashing it point blank (when you're least likely to miss anyway) you -might- be able to catch up to them after dashing and frosting, and then you get to jab them with your flail while they unload everything else on you. And that's if they only have one blink and no cc of their own. (So, like, Ezreal and...?) By the time your stuff is up again they're under tower.

It's not hard to press r twice on paper but in a teamfight you don't want to just assume you're going to miss. This gives you something else to pay attention to, raising the skill floor. ~Uiru

thinking man3 votes

{quoted}

Virtually anything without at least one mobility spell. Unless you're unleashing it point blank (when you're least likely to miss anyway) you -might- be able to catch up to them after dashing and frosting, and then you get to jab them with your flail while they unload everything else on you. And that's if they only have one blink and no cc of their own. (So, like, Ezreal and...?) By the time your stuff is up again they're under tower.

It's not hard to press r twice on paper but in a teamfight you don't want to just assume you're going to miss. This gives you something else to pay attention to, raising the skill floor. ~Uiru

You toss it to initiate a lot so you just watch it fly. You'll likely be in close quarters otherwise and it's a buff there since it becomes harder to position for a point-blank ult.

This is a buff in every realistic situation unless you literally cannot focus on more than one simple task at once.

Sailor Mint1 votes

I've seen 4-5 man Sej ults in Plat+ and LCS games. it can't be that hard to land.

IwfiKe3qjM1 votes

30% is fine... but I think at least it increased per rank...

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