Senna is too strong right now, here's some potential fixes instead of screaming about winrates
So I have a lot of ideas on changes for Senna, some I think she needs and some potential changes if she's still to strong. So There will be a tldr at the bottom. People have been very vocal about Senna being overtuned or even overloaded. I've seen more people talking about her being overtuned and I agree with that end of the spectrum. She has a lot of different numbers and people are underestimating how high some of them are for little to no reason.
So I'll start with her passive. People want the stacking to be nerfed but it's really not that problematic unless she's ahead. Nerfing her checkpoints from 20 to 25 will hardly affect games where her passive actually feels oppressive in my opinion. She'll just feel more awful to play in her bad matchups and feel about the same in the ones she's already winning. I know a lot of people hate the champ and might want this change but it could cause problems later down the line her in her balance since Riot dislikes reverting changes and might overbuff her in another way instead if she ends up too weak. Instead we should touch upon the other aspects of her passive. Namely her current health damage, which as of right reaches a maximum of 16% current health damage when she procs a ghoul on an enemy. For how easy it is to proc it scales way too well and makes her burst deceptive in far too many cases. I personally think that should be halved. It's meant to be a sprinkle on top for proccing a ghoul on an enemy and give her a bit better poke. It shouldn't be doing a large portion of damage. If nerfing that still isn't enough you could also easily nerf her passive's movement speed bonus, by either removing the fact that she steals ms and simply give her the bonus or cut the ms that she steals in half. This would make her much more vulnerable to dives and would make her range feel less oppressive.
Next up is her Q. The Q itself isn't actually as strong as people seem to think, rather the bonuses the Q can proc are. Currently her Q can proc on hit effects for some reason. I don't see any real reason she needs this. She already can proc her ghouls on targets she Qs which should be enough for her. But she also gets to proc her passive on-hit and any other on-hit items she builds. Which then means she's allowed to build manamune and completely eliminate her mana problem, one of her biggest weaknesses, while also gaining a metric fuck-ton of extra on-hit damage and ad. I see no reason why she should be allowed to have the on-hit bonus on her Q. Another potential nerf if this nerf isn't enough is to either nerf her ad scaling on her heal from 40% to 30% or 20%. Or you can nerf her Q's late game cd since with 40% cdr it's up a ton in teamfights.
Up next is her W. I don't what to say about this other than nerf it's damage. I understand why they might have thought giving it a lot of damage might be good, since it's delayed cc. However if you look at Lux and Morgana, who have the same skillshot size and speed, you'll notice Morgana's does significantly more damage than Lux's. Obviously Morgana's cc isn't delayed so why does she get it? Because she doesn't have much burst elsewhere outside her ult. Lux's Q does doesn't snare for as long as Morgana's and does reduced damage because she does have burst elsewhere in addition to it going through 2 targets. So Senna gets to have large damage on her's and a really long snare duration because it has a small delay? Senna does have burst elsewhere, she doesn't need the damage on her W in any way shape or form. Her being a marksmen alone is enough to warrant putting a delay on her cc since she has more consistent damage and not many marksmen have instant cc (Cough Cough Quinn and Tristana Cough Cough) because they would be too hard to dive or punish if they did on top of their other teammates defending them. I don't know how much of a nerf this deserves but I personally think the base damage should be nerfed by 10 to 20 across all levels and the ratio should be brought down from 70% to 50%.
Her E is actually pretty ok. People complain about it a lot but it's really just her turning into a walking bush since it can't be effectively used mid fight. It's situational engage and disengage. Buying control wards, simply avoiding the mist, or having someone with strong aoe cc (Malphite for example) engage on it are good ways to deal with it. It's also still considered camo so walking up will also reveal them but that might be too risky in some cases. It's definitely a strong ability don't get me wrong but I don't think it's as big of a deal as a lot of people initially made it out to be. If it truly reaches a point where it's too strong simply nerfing its cd should be enough to bring it back down to level.
Last but not least her Ult. It's really fucking strong. Not op strong but it's icing on the cake with her current overtuned numbers. It could use a nerf to its late game base damage, since she'll have enough ad to make it strong enough by that point, but other than that this spell is also pretty fine in my opinion. It could also stand a AD ratio nerf if it ends up more problematic than I think.
TLDR; Nerfs she needs: Reduced current health damage on passive Q on-hit removed W damage reduced greatly Ult base damage reduced mid and late game
Potential additional nerfs if the above aren't enough: Reduced MS gain on passive or removal of the MS steal aspect of it. Reduced ad ratio on Q healing or larger Q cd late game E cd increased Ult ad ratio reduced
EDIT: Forget to mention if the support items stay the same Riot might want to reduce or remove the gold income on her ghouls since she doesn't really need it and it gives her an unneeded advantage over other enchanters.
. I really don't see the need of her getting mist from auto-attacking when it should be left up to random minion drops and kills which is a lot easier to control.
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