Orianna needs a rework
Passive - pretty much useless Q - too hard to predict and people have no idea where its going to land. W - Also unpredictable and combined with her Q it does half your hp alone, plus a hefty slow. E - Useless as an offensive ability and the shield is too big for a mage. Needs better utility like lux's. R - way to hard to see the range indicator. It looks like I am totally out of it and I still get pulled it. Her QWR combo is way to op that it kills you without anything else, sometimes a whole team because of her stupid zone control.
What is should be- Passive - auto attacks wind up her spell. After 5 auto attacks, her next ability will have additional effects Q - Sends the ball to an enemy or ally. A SINGLE ENEMY! Dealing magic damage. This time its targeted. If it is winded up, the ball will have so much pressure and force that it affects the area around its path. So basically it pretty much does its old Q but with a bigger hitbox and damage. If cast on an ally, the ally gains a 2 attack shield (the ball will block the 2 attacks). While the ball is on an ally, it can use its W from the ally's position. W- the ball disassembles iteslf and orianna has the ability to shoot all the pieces in a direction. Orianna cannot cast any other abilities until the ability is over. Once the pieces land, they will start to be put back together again but will not be finished til all the pieces land. If it is winded up, the pieces are faster and deal more damage with more pieces. So kinda like an irelia ult but it can't go through enemies. E - pounds an enemy, dealing damage but not until it lands. The farther away the target is, the longer it will take until it pounds. The pound will deal AoE damage and will slow enemies. If its winded up, the radius will be doubled and will deal more damage. R- pretty much the same, but the indicator is way easier to see and the the size is depended of how long the player holds down the button.