Ornn Mini-rework
So, Ornn is getting some work done on him. Yay? Not yay.
Tl;dr at the bottom. Sorry for the wall of text, just very passionate and felt the need for context.
Riot, I, and judging from the comments in the link, other Ornn lovers, do not agree with the direction you want to take him. We think it’ll make his problems worse, and that with each change you are pushing him further away from his intended design from last year.
When Ornn was released, his design was that of a lower damage output tank, lower reliability on his skills, windows of durability with his shield and unstoppable, and high impact CC with his knock-ups and how the Brittle debuff worked. He was a bit too unreliable, at times, with some bugs here and there, but his mains grew to love him and learn him. He had a bit more of a learning curve to him compared to the other tanks, given his delays and telegraphed skills. He didn’t have as much kill pressure, but he had enough damage to manage in top lane without being horribly punished.
Not too much later, over several patches, he got some tweaks, allowing him to land his skills a bit more reasonably. W got a bit more width, Q pillar popped faster, E had a better collision detection, faster projectile speed on R. All good things. I believe he was healthiest at that time, especially among the mains. Then two things came around the same time, removed the cast time on R2, and W converted from %current Health to %max health. Then the issues began.
Around this time, Ornn began to stand in the general midst of the other tanks as dealing too much damage for what a tank probably should, as well as being considered incredibly low skill for the damage he dealt. He became a balance and health issue here, and it led to some nerfs, including the removal of Unstoppable.
And now we are at today, where:
- his passive will be changed. Ok
- Q mana cost reduced..ok
- E knockup duration and mana cost changed..ok
- R1 slow scales to emphasize close range ults, R2 knockup reduced for champs hit after the first...weird, but ok, I can see that.
- W.......Unstoppable is back! Ya..wait....shield is gone, and the damage is buffed?!
> Ornn's W currently is too much of an "I win" button
So, why was the amount of free damage he deals from it not the issue? And why did that have to come at the cost of the only tank part of his kit? Their new goal for him is high damage, high CC, low durability...so he’s a mage? An magic damage juggernaut that doesn’t need to build damage, similar to Mundo, but with powerful CC. But, his damage was the single most complained about thing...nothing else except maybe Unstoppable (but given his originally low reliability, it was an aspect that made sense).
I will also add that your design for tanks was window of tankiness and not having them rely solely on passive stats from items, and yet that is what you are forcing Ornn to do (which he already wasn’t as good at compared to other tanks).
Tl;dr To me, this is the complete wrong path to take with Ornn, and it’ll only make him more of a balance and health issue for toplane. He’ll either be too strong, or not strong at all. You took a tank, and removed the tank from him, buffing his damage in the meantime. It’s so far from his original idea, I weep for him.
If you want to retest a higher damage, higher CC, but lower durability tank, revert Sej to a degree for her mains, since that’s apparently what she was, and give Ornn his old identity back instead.