Janna Q Inconsistency

Qsario··8 votes·746 views

Other champs have recently had their abilities changed so that they finish even when the champion dies (e.g. Sivir Q). Janna's Q will still vanish if not triggered before death, which is not consistent with the fixes made elsewhere.

7 Comments

Orinne4 votes

Janna's Q is terrible in general and needs more than just a quality-of-life fix.

It may have been fine in the past when supports with a lot of CC wasn't the norm, but today, its only redeeming factor is that it's sort of easy to hit if you fire it without charging. The problem is that it's like 25% of the effect of any other spell if you do this.

Rafael Merlo2 votes

As someone who the first champion bought with IP in this game was Janna AP mid I confess that Janna's Q is a very inconsistend ability. You have no meaningful choices to charge it (even waveclearing isn't possible anymore, good luck counterpushing that Morgana), its hitbox is a little awkward when viewed by certain angles (especially in the doomed Purple Side) and as various other effects in League it disappears if the caster dies before the animation finishes. Yes, that is bad :/

ShadowEclipse2 votes

Janna's needs to be redone, the slow charge up is fine but the slow travel needs to be changed. Have the travel speed vary based on the charge strength, also to help solo and late game have a new passive effect to her Q that After knock up the next basic attack from Janna (or whoever if need be) deals bonus magic equal to 12%-25%-40% of their Ability Power.

Willahelm Fulber1 votes

How about this: The distance the tornado goes is totally dependent on how long it charges, but it always reaches its end (n) second(s) after it launches; e.g. 2 seconds after you launch it, it will arrive at the end and fizzle out. This would mean it travels faster further distances but slower to shorter ones.

Qsario2 votes

Oh, I don't have any issues hitting it. I just want it to still go off when I die.

Hitting a charged Q depends on where you aim it and the skill level of the opponents. If you charge a Q vs. me, it's highly unlikely to hit as I will be able to read it. But there are many circumstances where you can make it unavoidable. The most obvious is a jungle chase, where it's too narrow to dodge and you tornado your own route (so forwards, towards where you're going, not backwards) and land a full charge with full knock up. Even if they read this, their only opportunity is to let you go free.

The other way to use it is as as 'wall'. So I lock off the entire lane behind someone and prevent an advance or retreat. Again, it doesn't matter if you know what I'm doing, I'm going to trigger the "wall" when you attempt to cross it. I've had more than a few people retreat with 40 HP and die to the cutoff tornado.

So yes, I wish that Q and W had damage back (you could make it Q do reduced damage to minions if waveclear was the issue...) but those are separate issues. All I asked for here was to make sure that Q goes off even when I die, because I already cast it, so it doesn't make sense to have it vanish any more than it did to have Sivir's Q not return. If I correctly calculated where a fully charged Q would hit, I should get it to have it execute even when I die.

PokladnicaZla1 votes

True,make it happen RIOT pls

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