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Originally Posted by Private Riem
Sejuani's damage output comes from her W, but it takes an absolutely ridiculous amount of HP to deal decent damage with it (We're talking 4000+) And still it won't go much higher than 250 magic damage per second. With that much HP, you can be sure as hell you won't have any magic pen. Building it is stupid anyway. So your damage is probably reduced by either 1/3 or 1/2. Thats 500 damage over 5 seconds.
On a carry, not too bad, but he'll kill you before you deal half his hp in damage.
I'm REALLY afraid of her becoming the next malphite (Considered underpowered for months, buffed slightly, bugs fixed, SUDDENLY OVERPOWEREDOMGNERFPERMABANSTATUSCAN'TPLAYANYMORE)
We need to start small. Very very little buffs first, then if needed, buff some more. The biggest buff I'd get behind is my suggestion on first page.
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Okay, correct me if I'm wrong, but I'm going to try and do the math, her Winds does "Sejuani summons an arctic storm around her for 5 seconds, dealing 12/20/28/36/44 (+0.1) (+0.01/0.0125/0.015/0.0175/0.02 [1/1.25/1.5/1.75/2% of maximum Health]) magic damage each second to nearby enemies." according to League of Legends Profile.
So if she has 100 AP and 5000 HP, not sure you can get both in a 30-40 minute game, but let's pretend. That's 44 base + 10 (.1 * 100) + 100 (.02 * 5000) per second or 154/sec. Let's say you have Sunfire too, so now you're 194 per second. In 5 seconds, with no MR on enemy or pen on your side, that's only 970 total damage. Even Teemo or EZ will have 2000 HP at this point (because I gave you all eternity to get 5000 HP and 100 AP, so they should have 2000 HP).
Let's pretend you lead off with Ult and hit the carry, that's 350 + 80, so you start off with 430 damage. You pop E and get 260 + 50 or 310. And you waste your Q because you aren't a coward (tank after all shouldn't have to run unless team is complete ****) so add another 210 + 40 or 250. So in all, you get 430 + 310 + 250 + 970 (because you are so OP you actually get all 5 seconds of winds on your target. That's 1960, so with your 3-4 swings of that infinitely slow papier mache auto attack you will be able to top 2000 hp in a 5.5 second burst of annihilation.
So, you're level 18 at this point otherwise you'd never achieve these stats or ability levels, which means they are also level 18, and let's say they are so cocky they don't add MR, they should still have around 30 base MR. So let's take that 1960 down to around 1508 actual damage. That means you only did about 3/4 of the HP bar and you now get to start winds all over if they or their team hasn't nuked you, plus you get to swing your paper weapon at them.
But realistically, they'll have closer to 100 MR, and when I play adc or ap carry, or mid, or jungle, or any other position I'll have over 2500 hp by the time you get these super fantastic stats. So that means you'll do closer to 980 actual damage, and that's assuming they don't heal, pot, get shielded, that you remain on them the whole time, you achieve god status abilities and they don't, they don't have flash or a jump ability, and your team is equal to better skill than your opponents. Oh, and your coward button is gone so you're in it to win it or die trying.
And you can say your team has skill so they'll be focusing, and they will be spread out a bit so they can't be CC'd by equal CC attempts, etc., but you also have to admit that their team has an equal chance of being skilled, so your ult hit their tank instead of adc, they are spread out, their support is in back healing and buffing so your ult didn't hit her/him, and your 970 damage is mostly wasted on their melee/tanks, who don't mind it that much since they want to get up close and personal because they want to rip your face off. You're basically relying that you are more skilled than the 'squishies' on the other team and that you're able to get off that perfect ult combo, because otherwise you're really just an initiator that disrupts their initiation, which is probably not 1 dimensional. So, yea, if you're not ganking (upper hand 2v1, 3v2 + element of surprise) then what advantage is your initiation over the enemy? You can't follow it up with anything other than weak damage and a slow, so I guess it's more of a save button to stop their initiation and hopefully pick of the slightly slow player on their team that overextended. And my previous post listed a large portion of the champs that can do that as well as Sej.
Nope, Sej = Fail.