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Here's a light rework for Nautilus, tell me what you think.

PaperMache7··4 votes·1,205 views

[Mockup]

Nautilus Base attack speed increased to 0.650 from 0.613 Attack speed per level increased to 2.2% from 1% Base movement speed increased to 335 from 325.

Passive - Damage is now 2 + 4level + 0.75bonus armor from 2 + 6*level. Applying Staggering Blow on an enemy champion now reduces Dredge Line cooldown by 1 second.

Q - Dredge Line base damage reduced to 60/85/110/135/160 from 60/105/150/195/240. Cooldown reduced to 18/15.5/13/10.5/8 from 18/16/14/12/10. Now has a % movement speed increase that decays over 4 seconds after hitting a champion and the pull is completed of 5/10/15/20/25 %.

W - Titan's Wrath damage reduced to 30/40/50/60/70 from 40/55/70/85/100 now scales with 2.5% of nautilus max health. Is no longer a dot. Hitting a monster now reduces Titan's Wrath cooldown by 1 second, doubled against champions, cooldown increased to 24 from 18. W AOE now starts 25 units behind nautilus.

E - Riptide base damage reduced to 60/90/120/150/180 from 60/100/140/180/220. Riptide cooldown is now reduced by 1 for every champion and large monster hit by the ability, cooldown increase to 11 from 10.

Nautilus should now take a more active role in teamfights beyond that of an initiator and should be actively rewarded for contributing.

His goal should be to do his initiation and get into the fray to apply his passive on as many ennemies as passive to be able to keep CCing the key targets.

He's also greatly encouraged to make use of his auto attacks even when the shield is broken to get it back up and do some damage. His W also got modernized so he doesn't have to position himself in a very specific fashion during his jungle clearing to be able to hit every enemy monster. His W is no longer a dot so he can actually make use of his new attack speed, also most of his damage got moved there.

The % MS on the Q is to allow him to get to actually get into the enemy team when initiating to apply his massive (which is why it's non factor early game).

Anyway say how it should be improved/changed or why it's not a good idea.

10 Comments

YouLostMe1 votes

I can see where you're going here, but the current design seems too focused on cool down mitigation. That gives a snowballing nautilus too much of an advantage (build tanky, cast more spells, get more kills, build tankier) and sort of homogenizes the gameplay. With this kit, nautilus always dives, always hits everyone with his E, and he always tries to hit every champion. You lose a lot of the emphasis on peeling that Nautilus provides, which I don't like because I think it's very important to his identity.

Also, Nautilus is supposed to have cruddy stats (including attack speed and move speed) because he is a tanky ball of crowd control. I don't think the AS boost would be a good idea.

PaperMache71 votes

His CD's are just too long to be the kind of peeler you'd want, even his current kit follows the same pattern as my iteration except currently you blow your load and cant do anything anymore beside apply your passive on the enemy and wait until your CD's are back up, but generally by the time that the case the teamfight has already been decided or you're dead.

I'd agree that this kit can create snowball potential, but it's not comparable to a lot of other junglers who truly snowball hard and that his current snowball potential is almost non existent.

Do notice that I reduced most of his base dmgs, most of his dmg potential got moved to his W and I felt he needed the stat increase for his dmg to not become go down to an absurd degree.

YouLostMe1 votes

His current kit is great for peeling. Since you're not incentivized to throw down every spell at once, you can save it for slowing, snaring, stunning, then knocking up people who try to get on your mage/carry. If you're blowing every spell as soon as you get into combat, you're not doing nautilus very well.

Nautilus really shouldn't have snowball potential because he's tanky. A tanky snowballing kill machine is very bad (see: pre-nerf Lee Sin, Elise, Rengar, Shyvana).

The damage didn't really change overall because his shield got a boost in damage. I'm not a big fan of that because I would prefer a more secure nautilus with less bad damage during shield downtime, but it does accentuate the meaningful strength/weakness thing that Riot is all about.

PaperMache71 votes

Regardless of his current peeling abilities this iteration wouldn't lower them.

He wouldn't have an heavy snowballing like those you'd just notice when nautilus has been contributing a lot unlike currently where it doesn't really change much.

You can reduce your shield CD during fights which means you have a way to get it back it back up by being active, just having damage post shield would just remove his weakness and he'd need a large nerf on his damage to compensate. Overall not a great way to go.

YouLostMe1 votes

It does hurt his peeling, because the new kit encourages him to spam all his abilities as quickly as possible because each one has cooldown reducers.

The heavy snowballing has been explained. If naut gets gold, he can build tanky, which lets him cast more spells and do more damage (because he can stick around and reduce his cooldowns more often). This means a nautilus that gets ahead gets more tanky and more damagey, which means he'll snowball better.

The weakness was put in there because Riot intended to have tradeoffs--high damage and good tankiness on a shield makes you a monster, but when it's down you're weak. The cooldown reducer reduces that tradeoff, which is another reason it's bad. But in that paragraph I was specifically commenting on the increased shield damage. I still think the cooldown reducers are a Very Bad Idea(tm), but buffed shield damage is something I'm not totally against.

hachiman1 votes

I think the problem about Nautilus is his early game and this is due to his mana cost. You should change the mana cost a bit. Also, he does more than just initiate. He can peel for carries and he can chase down enemies

PaperMache71 votes

The goal wasn't to remove all his weaknesses, but to increase his biggest strength (crown control), or to at least make it scale better into the mid to late game.

I'm aware he can do more than just initiate, but most of the time it's his biggest contribution to a teamfight.

ChaosThief1 votes

But... you'll ruin AP nautilus... :(

At least keep SOME ap scaling on W.

PaperMache71 votes

Where did you read that it was gone?

ChaosThief1 votes

It was a bit of a joke. His W's AP scaling is the bulk of his early damage when going AP.

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