Ornn CAN potentially fixed with just numbers, but he is another champion that could just slip into competitive play fairly easily if you push the numbers too far. Honestly the changes that need to happen are:
A) Cause you to be able to turn during W but still slowing you and tying the "Brittle" effect to hitting X out of Y of the ticks instead of just being tied to the last one. Also, please make it so you can activate R2 while channeling W. There is literally no reason for this interaction to not exist since even getting CC'ed by the enemy team stops you from activating R2 so using W to avoid the CC and still not be able to ult.....seems very counterproductive.
B) Buff the shit out of his hitbox during E and reduce the massive end lag for not hitting a wall. It can honestly get away with being a Gragas sized hitbox because the ability itself doesn't do anything (oh no not 100 damage at rank 5) and I shouldn't be punished for going for a wall stun and my face literally hitting the wall, but not getting the knock up so now I am self rooted for almost a second. I should be able to punish someone for standing near a wall around me, but I ended up punishing myself for attempting it because the E will just never hit the wall.
C) Lower CD on ult. It is basically the only thing he brings to his team so giving it almost a Shen level ult cooldown at rank 1 is rediculous. The game I played him I used it at like level 6.5 or so and it wasn't back up until level 9/10 (I don't remember which) ESPECIALLY since Ornn isn't buying CDR first since he needs Sunfire in lane to have a hope at pushing.
D) As stated by other people his ratios are literally all over the place. He scales off of AD, AP, his armor/mr, his health, his enemies health, and champion level. With all of these ratios outside of his %max health ratios and his armor/mr ratios being absolutely meaningless they need to swap things around so he actually can focus on one thing (also his damage is also split near 50/50 for physical/magic damage).
E) Have the rock that spawns from Q do damage and spawn faster based on champion level/spell rank. Would give him waveclear if you hit the casters with the rock and make the ability actually useful outside of the slow it provides since yet again, getting hit by that rock on an E is near impossible if the enemy players respond to stimuli since they have ~2 seconds to get away from the tiny ass rock.
These are all basically QoL changes outside of D/E because my BIGGEST problem with him is how clunky he feels and not necessarily how tanky or how much damage he does because he indeed isn't supposed to excel at both. He feels worse to play than Urgot and I can only barely tolerable Urgot despite playing quite a bit of his rework because he at least feels like he does something when his kit works. I just can't see how Ornn's kit is supposed to work together when everything punishes you.