Dear Riot, when and why Nautilus went downhill and returning him to the jungle
I'm back at it again. Another day, another thread about trying to get naut back into his original role, the jungle. Most notoriously throughout seasons 5, 6 and 7 (to a lesser degree than 5 and 6)
has been a laning powerhouse as a support and top laner, the latter placing him in the spotlight as a substantial balance issue. While he rose to power in lane, he lost his own influence over his ability to jungle effectively to the point at which he's now a handicap, with a pick rate to boot (practically non existent in this position).
hasn't been reworked into another position, item changes haven't forced him into lane and until his W base health nerf which was followed by a downpour of E nerfs, he was a decent jungler. Stat adjustments over along period of time accompanied by the publicity pro play offered (people saw him top/support and not jungle and utilised him as such) have made him nothing more than a paper weight to stop towers from floating away.
So, I'm going to display what has actually been changed, where I think everything went wrong and what should be done to fix it.
Here's a run down on nautilus' overall changes since I started in season 3. The first changes I witnessed were in pre season 4 to his staggering blow. B=buff N=nerf P=power reallocation or neutral
First his stat changes, these are ascending from oldest to newest changes.
- Armor increased to 20 from 16 B
- Armor growth increased to 3.75 from 3.25 B
- Mana increased to 334 from 284 Mana growth reduced to 47 from 50 P
- Mana regeneration growth reduced to 0.5 from 0.7. N
.
Now his spells:
Staggering Blow Root on-target cooldown reduced to 9 / 8 / 7 / 6 seconds from 9 at all levels B Root duration increased to 0.5 / 0.75 / 1 / 1.25 / 1.5 from 0.5 / 0.75 / 1 B
Dredge Line Was nerfed a long while back and was given the ability to interact with player made terrain. B Hasn't been touched since I started playing
Titan's Wrath Cooldown reduced to 18 seconds at all ranks from 22 / 21 / 20 / 19 / 18 B Damage reduced to 30 / 40 / 50 / 60 / 70 from 40 / 55 / 70 / 85 / 100 N
Now it gets a little messy so here are all his changes to the HP ratio and the flat HP bonus, in chronological order
- Shield health ratio increased to (+ 15% bonus health) from 10 B
- Shield reduced to 65 / 70 / 75 / 80 / 85 from 100 / 150 / 200 / 250 / 300 Shield health ratio changed to (+ 7 / 9.5 / 12 / 14.5 / 17% maximum health) from (+ 15% bonus health) N [I view this a an overall nerf due to how hard it hit his clear]
- Shield health ratio increased to (+ 9 / 11 / 13 / 15 / 17% maximum health) from 7 / 9.5 / 12 / 14.5 / 17 B
Riptide AP ratio reduced to (+ 30% AP) from (+ 50% AP) Slow duration reduced to 1.5 seconds from 2 Cooldown reduced to 7 / 6.5 / 6 / 5.5 / 5 seconds from 10 at all ranks Cost reduced to 40 / 50 / 60 / 70 / 80 from 60 / 70 / 80 / 90 / 100 Overall these are neutral These changes occurred during the same patch his W dmg was reduced. The goal to shift power from his W into his E to aid jungle clears. This back fired as you will see with the next list of changes. Damage reduced to 55 / 85 / 115 / 145 / 175 from 60 / 95 / 130 / 165 / 200 N Maximum damage reduced to 110 / 170 / 230 / 290 / 350 from 120 / 190 / 260 / 330 / 400 N Mana cost increased to 50 / 60 / 70 / 80 / 90 from 40 / 50 / 60 / 70 / 80. N Depth Charge NEW EFFECT: Secondary targets are stunned for 1 / 1.5 / 2 seconds Displacement duration increased to 1 second from 0.5
There's one thing I noticed during my years of nautilus, he only started becoming a prominent force as a laner in pro play AFTER he had his W health stats adjusted and some of the power of his W shoved into his E. In chronological order:
- Shield reduced to 65 / 70 / 75 / 80 / 85 from 100 / 150 / 200 / 250 / 300 Shield health ratio changed to (+ 7 / 9.5 / 12 / 14.5 / 17% maximum health) from (+ 15% bonus health)
- The cooldown, cost and slow duration was buffed (ap ratio nerf) and his W lost dmg but gained a bigger HP ratio in that patch.
These changes turned nautilus into a laning powerhouse due to his newfound strong and spammable wave clear in his E. It weakened the health of his jungle clears as he couldn't get as many W autos off before the shield popped, and his E damage was nerfed. While E got a shorter CD, since it deals less damage for every additional wave that hits the same target, it's less than ideal for taking out red/blue/gromp, especially now that the little monsters are gone (splash is less valuable for buff camps). Add in how quickly red/raptor/krug pops his shield and the 2 "AOE focused camps" aren't so friendly to this AOE champion.
Unfortunately fixing
is difficult. As buffing anything directly buffs his lane performance, especially with courage of the colossus in the game. So Imma try and directly buff his jungle clear health significantly (so he has enough health to gank after a full clear without having to recall) as well as his single target damage.
The risk here is mostly in relation to his lane performance as these are direct early game stat buffs. However by placing it in his shield (something which has a larger mana cost than E, can be waited out or outright smashed through) it's a far better solution that buffing anything else in his kit (buffing passive Q and ult damage would turn him into a single target lock down burst champ, kinda like lissandra)
So my proposed changes are as follows ("suggestions" are not intended to go along with the whole package):
Stats: Mana regeneration growth increased to 0.6 from 0.5
Staggering blows: Unchanged. But I do have a suggestion to buff it's damage a little. Since his hook is tied in to his armour, let that stat add strength. Dmg= base damage per level+ percentage of BONUS armour. Do note I'm not proposing this as an addition. Just something that I thought of in the heat of the moment
Dredge line: Hit box fixed; the range indicator is now more accurate as is the animation so less "lucky" hooks occur with its breathing room (you can catch people that are appear barely out of range with it). Or nerf the range to match the visual. IDC which one. It feels far less satisfying seeing my chain stretch to meet a target like a blitzcrank hook. Edit: suggestion "when nautilus uses Q on terrain, its cooldown it reduced by 3 / 4 / 5 seconds at spell ranks 1 / 3 / 5. Encourages Q use to get around his jungle faster.
Titans Wrath: Shield increased from 65 / 70 / 75 / 80 / 85 to 80 / 110 / 140 / 170 / 200 Shield health ratio increased to 10 / 12 / 14 / 16 / 18% from 9 / 11 / 13 / 15 / 17% Damage increased to 40 / 50 / 60 / 75 / 90 from 30 / 40 / 50 / 60 / 70
Riptide: This spell will remain unchanged. It was clearly a problem and as long as only one spell is directly touched, it's pretty darn obvious what's wrong should he end up too strong.
Depth Charge: Stats unchanged Adjust its visual appearance to better match its hit box.
Reasoning where applicable: Stats: While
provides some mana regen, it simply isn't enough once blue buff expires as all he's left with are autos, which given are the weakest of any tank jungler but
both early and late isn't a good spot to be in.
Titans wrath: With the recent reductions in the amount of HP available, the ratio buff is compensation for the lack of his core stat. The base buff is a partial revert of the original stat changes however not as much as the old (100 / 150 / 200 / 250 / 300), because he'd simply have too much shield too early. The damage buff is to compensate for the drastic reduction in damage his E received and these number basically revert the damage changes it got. This provides him with more reliable single target damage to better handle the buff camps.
Dredge line and depth charge: Simply QoL suggestions for both the nautilus and his opponents across all positions.
With these changes, naut still has a slow ish clear speed due to his base movement speed, attack speed, weak dragon/herald control and one of the lowest base and scaling AD aspects of any tank in the game. He then retains his end game weakness as his kit basically forces him to invest in HP making
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just as valuable in shredding him as ever. He then has a blockable gap closer and horrid tower taking potential.
These changes likely aren't perfect. But he had stronger stats back then, stronger stats than what I'm proposing and tanks were far lower on the food chain than they are now. If he could jungle without being an obscenely overpowered lane bully with higher stats back then, he should be able to do the same now with slightly weaker stats.
To anyone who reads, thanks for your resilience in reading this wall of text and i'd love any constructive feedback anyone has to offer.
provides some mana regen, it simply isn't enough once blue buff expires as all he's left with are autos, which given are the weakest of any tank jungler but
both early and late isn't a good spot to be in.
just as valuable in shredding him as ever. He then has a blockable gap closer and horrid tower taking potential.