Why buff Sejuani's damage and nerf her CC?
She's a tank. Y u nerf her CC and buff her damage? IT SHOULD BE THE OTHER WAY AROUND, RIGHT?!
She's a tank. Y u nerf her CC and buff her damage? IT SHOULD BE THE OTHER WAY AROUND, RIGHT?!
It’s similar to what they are also doing with Ornn. Their Tank power is incredibly effectively in the pro circles, same as with most tanks, which in solo queue, where there’s a lot less coordination between players, they are massively weaker. So they are trying to bring those closer by giving more damage and tanking away actual tank power (CC and/or durability) so solo players can do better on them as well while making them less strong picks in pros.
My question is....why does it bother people when a class is inherently better in coordinated team play but weaker in solo? A lot of us that enjoy tanks enjoy the control aspect, even if it means our hard carry power is less, and those dedicated can make low damage tanks work well.
Agree this is a horrible change on the PBE. Takes away from her core identity and makes her worse at her job. Not sure what Rito's doing with this one. Excited for another season of changes every patch :-(
Because her cc is what (edit) part of what made her such high priority in pro play
[{quoted}](name=Pillar Of SaIt,realm=NA,application-id=3ErqAdtq,discussion-id=oNtx7M1A,comment-id=0000,timestamp=2018-11-09T06:43:45.932+0000)
Because her cc is what made her such high priority in pro play
Oh... I see. Then maybe they should make her more tanky instead of giving her more damage, don't u agree?
That depends on how they make someone more tanky. More raw resistances increase both up front and sustained survivablity, which make them emphasize less cc chain engages and more standing around in fights never dying while ccing everything.
Compared to Wardens, Vanguards get more crowd control but less damage, (accepting
who has only a single hard cc)
To further set the two tank categories apart, I think it might be time for the classes to distinguish how they go about tanking hits.
If wardens got more sustained survivability (Raw defensive stats, health regen, refreshable shields, etc) while vangards got more upfront resistances to help their inital engage but then had their tankiness fall off around the time their cc chain is finished, it might solve issues that are part of both classes.
for example gets to be both an engauge-focused vanguard and a warden that prevents anyone from making plays with his massive knock back and long-lasting damage reduction. To push him more as an engage and playmaker and less as a play-preventor, his ult could grant more up front damage reduction which then falls off or lasts for a much shorter length of time. That way he can go in and disrupt key targets while surviving their up front burst, but then can't stick around much longer than his E can proc.
and
being the solo-lane capable wardens, could get more health regen or faster shield cooldowns to make their trading power stronger in exchange for potentially weaker shields overall. Tahm can be a bit of an issue since his E gives him effectively two health bars, so possibly reverse the changes he recently got and make the E health conversion better but the shield worse.
and
are harder to balance around this plan since their warden status is tied to duo lanes, so it might be better for them to get more dirrect trading power-- Braum's passive bonus auto damage and Taric's base AD. With stronger trading potential, their stuns could last shorter and they could get more base resistances to remain tanky.
is in a weird spot since his rework gave him two hard CCs and an engage tool, so I can't say if he's still a warden or a Vanguard now.
Sej became a balance problem post rework due to the cc she gained. B4 she had knock up, slow and stun or slow. Now she has knock up, slow, stun, stun and slow. She is now the cc god, with the most cc in the game.
This as mentioned made her a balance nightmare in pro play because she had so much innate utility. Post rework zac suffers from the same problem and both were nerfed because of it.
Old maokai with his dmg reduction ult also had the same problem.
Unfortunately they won't be true tanks without reverts. Because they have too much innate utility power compared to the others. Pro play is ruled by utility. Casual play is ruled by flat stats
with the most cc in the game

The most isn't always better doe ;)
Pre RW sej ult was definitely superior to both naut and ornn despite her having less CC. We see this pattern with amumu and leona as well
If they nerfed her damage any further her abilities would literally being doing 0 damage with 0% scaling from where they were she was the worst character in the entire game.
Welcome to LoL
hi idk my playrate for her as tank will be zero vs as sej doing something more than sunfire cape priceless. tanks dont get love bc theyre there to sacrifice themself needlessly for the kill secure of others that would of gotten it regardless if the kser cared to play proper. so in a way, i dont like support tank sej, that doesnt fulfill any role to a fun level.
goodday
to clarify my post, i have nothing against tanks, its just that in league you will get banned for going 0/x/100 in solo. there has to be some punishing quality to taking me on, rather than passively being milled and back scratching the challenger's innate armor.
i dont see them as the dan of this universe, just a "put baby in corner" role for time out to champs that break the meta.
goodday
Because soloQ players use tanks as bruisers and then cry because they are weak.
So, they make tanks like Sejuani more bruiser like.
Because people like doing damage and CC'ing someone doesn't do damage.
Because people like doing damage and CC'ing someone doesn't do damage.
I don't think that's the reason why Riot changed her tho.