Janna Rework Concept: more power, more counterplay

5000000000000000·9/4/2017, 12:31:25 AM·1 votes·367 views

Inspirations are: the recent thread about enchanters being poorly designed countless Janna threads One-tricking Janna for season 6

#Problems Here are some problems with Janna.

  1. Very strong disengage (makes it difficult for even assassins to get to the carries, not to mention low mobility melees)
  2. close to no engage (flash+ulti for disruption, or flash+W for slowing an out of position enemy is pretty much best engage she can do)
  3. Shield spam (she is supposed to perma shield a Marksman and and knockup/knockback any enemy divers/assassins)

As such, my intentions are to

  1. Keep strong disengage, but increase counterplay and make the spells more situationally powerful
  2. Give some agency, instead of being almost purely reactive
  3. Give her some other things to do than spam shields

#Abilities Passive: Windspeaker's Blessing When Janna's ability affects an ally, they are shielded. Shield lasts for 4 seconds, and each target can be shielded every 12-4 seconds.

Q: Howling Gale Janna empowers a target ally. The ally's next autoattack will knock back the target by ~300 units and deals additional damage.

(higher ranks will increase damage and reduce cooldown)

This gives agency and some lane power, and also rewards teamwork. This ability can easily save an almost dead enemy, and should be used carefully against threats. It can be casted onto Janna herself, but her slow projectile speed will make the peel less reliable. Alternatively, using this on the team's engager could make the engage that much more powerful. In a duo lane situation, it could be used on one enemy so that the two enemies are separated.

W: Zephyr Janna calls upon a strong gale in a direction, moving allies towards a direction, and dealing damage to enemies hit. For the next 3 seconds, the gale leaves a trail of wind that increases movement speed (10/12.5/15/17.5/20%) of allies that move along with the wind, and slow movement speed (20/25/30/35/40%) of enemies that move against the wind in the area.

This ability can be used for saving allies, wall jumping, or as an escape. It is a powerful disengage tool, but at the same time, doesn't affect enemies if used defensively. This allows Janna to be a strong peeler, offers counterplay, and gives Janna some agency.

E: Whirlwind Janna creates a small whirlwind at a nearby target location, which grows in size over 3 seconds. If an enemy walks into the whirlwind after 1 second, the target is knocked up for the remainder of the whirlwind, and is damaged upon landing. An ally can proc Windspeaker's Blessing by walking on a whirlwind, regardless of its size. Whirlwind is visible in the brush.

A way to peel and interrupt dashes, but gives more counterplay.

R: Eye of the Storm Janna channels after a delay (0.5 seconds), creating a powerful storm around her that slows, reduces vision range, and deals damage to enemies caught in the outer circle. Allies that are in the inner circle are healed each second. The storm remains for up to 3 seconds. Allies in the outer circle and enemies in the inner circle are unaffected. The size of the outer circle increases as the storm grows.

The AoE would be about the size of Fiddlesticks ultimate at the start, and will grow to about the size of the entire lane for the outer circle, and the inner circle would be about the size of Lux E. This gives several ways to play around this ability (go into the inner circle, stay out of the storm, interrupt Janna, use long ranged abilities), but Janna will remain a strong disengager.

Probably has some issues, and any constructive criticism is welcome! I tried to preserve everything Janna could do before, while adding counterplay and some player agency (for Janna). I think the abundance of delay may make her feel significantly weaker, but I tried to add more power to compensate. Note that her abilities are not as reliable as before. All numbers are tentative, and all the damage numbers are missing at the moment.

1 Comments

Morning Raven9/5/2017, 2:51:24 AM1 votes

I'm too tired to think about it too thoroughly. Though I will say it very much confused me when I started reading it until I understood what you were going for. Seems interesting enough to at least test out on the PBE.

Abstractly; I want to ask, why put the abilities on the buttons you did? Why do those work on those buttons compared to rearranged? Do they match the goals of other characters that play similarly?

Does this become OP for an off-meta build? Is it even possible to use it in an off-meta build? (I know atk spd Janna is a thing, though rare it is)

Concretly: What are you going to do about Zephyr her pet? I don't think his ability purpose matters but I rather not get rid of the guy. I propose you use him as the SFX showing her Q empowered auto attack thing. She Q's a target who gets him floating near them, then flies out with the new gust of wind with the next auto. Then -poofs- back to Janna upon finished cooldown.