Im gonna put what i want with Sej in 1 point, so people stop getting confused.
1) I DONT want Sejuani to change. I want her to stay EXACTLY the same. I only WANT QoL changes.
2) Changes, appear to be inevitable. SO, i have resigned myself to this, and thus any posts on changes I make, are in an effort to keep her as much as herself as possible.
3) With her current innate appearing to go to E, AND losing a slow. I want Q to re-gain some form of CC because it has lost this 10% slow. Shes also lost the slow on her auto's so some form of CC on her Q can help make up for this.
3a) Whether this CC on Q comes from a direct buff on Q, or as an effect that her new passive brings in, I dont really mind.
4) I want her new passive to match her current kit. I also dont want any of her current kit to be sacrificed to allow for a more powerful innate or a CC on Q. Id rather not have a CC on q and leave her kit the same, than the opposite.
4a) I am OPEN to the change in her ult, where at max range it only slows rather than stuns, in an attempt to add room to buff her Q. However, my acceptance of this depends on
- the amount and length of the slow
- the type and amount of CC added to her Q
- changes to Cooldowns of her Q and R
5) One of the QoL changes i want applied is her base scaling. That is, her starting numbers of Hp, and Armour, possible Magic Resist and Attack Speed as well.
She is, arguably, weaker than any other jungler on her first clear. What i want is a re-distribution of her power towards early game a bit more.
That is, make her start with a higher amount of armour and HP, but make it so she gains less armour and Hp per level. That way, at level 18, she has the same base strength.
With this, we can lesson, Only slightly lesson, her weakness early on, while keeping her mid-game and late-game base stats, essentially the same.
It would also allow her to more readily play other roles than jungler.
Buff her Lvl 1 hp by 34 hp. Then, remove from her 2 hp from her hp per lvl gain. This way, early game, shes marginally stronger, late game, shes exactly the same.
Buff her Lvl 1 armour by 1. Then remove 0.058 armour from her armour per lvl gain. Likewise, her early game is marginally stronger, but late game shes exactly the same.
TLDR : The only changes i want are QoL changes. That is, make her mark for E unnafected by tenacity, and reduce her weakness early game but leave late game the same.
Her mark is losing its CC, so i want Q to be fairly compensated, either with a direct buff or through an interaction with her passive.
I dont want her Other skills to change in order to accomplish this.
However I am open to changes, and will judge them based on how i feel it will affect Sejuani's current playstyle. because in the end, I want that to change as minimally as possible/probable.
Thus, any changes to her current abilites in order to buff another ability, particularly Q, would require to fit her current playstyle, or fairly compensate for the loss of options by opening up new options.
Her first clear can be incredibly brutal health wise, leaving her really susceptible to harass from the enemy jungler. I actually like the fact that there is a way to counter her through counter jungling, but it should be because she is a poor fighter early and not because she takes such a beating from jungle camps. The enemy jungler should be able to force her to flee or lose a one on one fight early on, not pick up a free kill simply by walking into her jungle.
Another problem I have with her is the fact that she doesn't really benefit from the two standard rune pages. Some people, myself included, have only two rune pages. One page for AD and another for AP. Sejuani's W could maybe scale a little more off of AP and a little less off of health. This would give her stronger early game clears, a weaker late game when just building raw tank, and give her more variable builds.
Q doesn't feel like it should apply a slow, it feels like it should do something else. You are being rammed by a boar, that feels like it should be a short stun (perhaps too powerful) or have another effect.
Her R should still stun in an area, though you could reduce the area if you feel like it is too powerful. However, if you make it only on hit it will just feel like a lame Ashe ult. Maybe it could be an onhit stun but not explode when it makes contact with its first victim. Perhaps it could have some kind of curvature rather than being a straight line, like a boomerang or something. It would be interesting to see a skillshot like that. Maybe it could be nerfed so that it only stuns a single target, but also be capable of having a Ohmreckeresque tower stun for diving ganks. These ideas on her ultimate I am completely unconfident about, just brainstorming.
I like the idea of moving her passive to a passive attached to E, this makes 100% sense.
All things considered though I love Sejuani and her kit. I'd be happy if you didn't change her at all. I just hope that when she comes out of the grinder she doesn't feel like a completely different champion.
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