A usability buff for Nautilus

PopcornBunni··1 votes·295 views

Nautilus has been weak in the top, support, and jungle role for a while, but I don't think it's for lack of power or tankiness. He has the longest shield in the game which essentially lasts until broken every time, three hard ccs and a soft slow, and even decent damage from his empowered autos.

No, instead I feel like he could use a buff to his utility, particularly on his Q interactions.

Currently, if Q hits any enemy or neutral unit both he and the unit are pulled together half way each to meet in the middle. If he hits a wall, since it is immovable, he is pulled to the wall for the entire length of the skillshot.

The usibiliy change would be to how each unit interacts with Q's pull.

Against enemy champions and nonepic monsters, it functions as currently: both units meet half way

Against enemy minions, the minion is pulled to him only. The minions being much lighter pulls them in instead of an RNG pathing change turning a cc engage into a self-cc int.

Against epic monsters, Nautilus is pulled to the unit just as with a wall. These monsters are as immovable as walls themselves, and this would speed up his start on an objective that little bit more.

Bring on the downvotes for needing to "git gud" with a champion with whom even his one trick mains are struggling to win in any of his three roles.

4 Comments

PhearBunny1 votes

How to make Nautilus playable again.

Q no longer hits the first target struck, instead travels its max range, pulls in all champions and minions within its range. As the anchor flies through enemies, it deals damage, and slows. Upon reaching its max range, it returns to Nautilus with the same meet half way shindig it currently has.

Maybe play with its range, make it longer, but also by doing so make it a slower.(Longer distance to travel= more time for close targets to move)

AmetDeCrypt1 votes

they already buffed his ult to be AOE, they're gonna need to make more changes to his hook if a basic ability gains the power to cc multiple enemies at once. like they may pull a jarvan and make it more situational or require other combos.

PopcornBunni1 votes

{quoted}

How to make Nautilus playable again.

Q no longer hits the first target struck, instead travels its max range, pulls in all champions and minions within its range. As the anchor flies through enemies, it deals damage, and slows. Upon reaching its max range, it returns to Nautilus with the same meet half way shindig it currently has.

Maybe play with its range, make it longer, but also by doing so make it a slower.(Longer distance to travel= more time for close targets to move)

Removing the penalty for missing the shot entirely isn't a desirable solution. Just make it so missing the shot doesn't fucking get him killed by pulling him into a crowd of enemies while doing nothing to them.

Kaioko1 votes

He doesn't need better utility he already is on par with Sejuani in terms of it. Just buff up some of his base damage and defense stats. He scales perfectly well but is too weak in the early game currently.

You can do it either through base stats or through his passive (for damage) and his W base shield (for health).

More from Gameplay

More by PopcornBunni