So, let me preface - I feel like the title comes off a bit hating, but I'm genuinely just trying to feel out her place in the meta.
I used to be a Janna main/OTP a few years ago, but like two years ago, I completely made the shift to Nami. Before that, I played both, depending on who I was in the mood for. Imo, they both fulfill similar purposes (heal/shields; damage buffs; slows, speed ups; CC, disengages), but neither was really better than the other, they were both good, and it just depended on your exact playstyle, mood, and matchups.
Nowadays though, I really find myself asking... "Why play Janna if you can just play Nami?"
I feel like Nami can do everything Janna can do, but then also more on top of it. The only thing I'm missing from Nami technically is the knockback. That is very helpful. But everything else Janna has? There are other supports with better shields, and, again, Nami has the damage boost as well (with hers even being more versatile + having a slow attached to it; not just AD that ends as soon as the shield breaks). There are other supports with slows - again, Nami, for example. Nami, Milio, can disengage just as well as she can. Other enchanters have better poke, too. Janna can technically roam well, but I'm getting good roams on Nami as well.
With all of that, I struggle to find Janna's identity. She's meant to be the disengage queen, but I really feel like Nami and Milio do that just as well and offer so much more ontop of it.
I'm really not trying to talk shit on Janna and get people to pick Nami instead or whatever. I just wonder what everyone else thinks about her rn.
Also, if I'm right about her underperforming, do we know if Riot has any plans of changing that? If she's being looked at, considered for a buff or rework, etc? I mean... has to be, no? She used to be pretty popular and a staple, a classic. Now, I really hardly ever see her.
Edit: I forgot to add, what kinda sealed the switch was the changes to her shield like... 3 years ago?
I really liked getting Heal and Shield power. It fulfilled my fantasy of protecting my team very nicely. I get enemies off of my team and get rewarded for it by getting a big shield I can put on my teammates. It's like how everyone likes big damage numbers - I like big shield and heal numbers!
Now, you get rewarded by reducing the shield cooldown. Which on paper should be useful, but always felt a bit clunky to me. It technically incentives shielding first, but I want CC first; stop the enemy from getting into range, and only shield when the enemy IS in range and hitting my teammate. Now I have to, what, shield first, let my teammate get hit? Or I CC while they're shielded, but then I technically waste shield health - and when the CC runs out, the shield ran out as well.