Nautilus Changes V2.0
After a lot of feedback for Nautilus in the last couple weeks following his recent changes to his shield AND feedback from the older thread, I have created a new list of changes for Nautilus that will put him in a better spot overall based mostly on player feedback. To summarize these changes, Nautilus gains more shield early and later on but loses the bonus magic damage on-hit for his shield BUT gains increased damage on his basic attacks and spells to compensate. His ultimate also feels better and will probably look a lot more epic.
Nautilus
Base Stats
- Health per Level increased to 90 from 86
- Base Mana increased to 285 from 284
- Base Attack Damage increased to 60 from 57
- Attack Damage per Level increased to 3.5 from 3.3
He might as well get more appropriate stats for how he will be building now (aka more health). This is also a small buff to the health of the new shield and his overall survivability. Also, I like how Naut's attack speed is right now as being really slow. However, with the changes to his shield, he loses his anchor hits hard thing. These changes should help that along with a passive change. Also that base mana number just bugged me.
Staggering Blow
- Base Bonus Physical Damage increased to 7 from 2
- Bonus Physical Damage per Level increased to 7 from 6
- On-Target Cool Down reduced to 7.5/7/6.5/6 seconds from 9/8/7/6 seconds
Increasing the damage on Staggering Blow slightly helps Nautilus feel like he is swinging an anchor and helps compensate for his sheer decrease ins sustained damage with these changes. Also, the root duration is so low at low levels that a cool down buff was really needed since Nautilus' passive didn't feel useful in any way early game so he might as well be able to use it more often however since increasing the root duration at early levels might make his ganks too strong.
Dredge Line
- Base Damage increased to 90/135/180/225/270 from 60/105/150/195/230
- AP Ratio increased to 90% AP from 75% AP
- Mana Cost changed to 65/70/75/80/85 from 60/70/80/90/100
- Can now be charged for 1 second to be able to ignore the first wall it encounters (or completely ignore walls)
The damage buff is to compensate for a much needed change to his shield. The mana cost of this ability is really high and should be lower to be more in-line with current mana costs for abilities like such (Thresh Hook). Finally, Nautilus' ganks can be lackluster sometimes since he basically walks into lane, Q's, and then crowd controls the enemy to death. The ending is good, but the beginning just feels meh. Nautilus could feel more scary and have the enemy think about how Nautilus can just pop up through a wall.
Titan's Wrath
- Base Shield Strength increased to 75/100/125/150/175 from 65/70/75/80/85
- Shield Strength Ratio increased to 7/10/13/16/19% max health from 7/9.5/12/14.5/17% max health
- Enemies around Nautilus while the shield is active have their timer on Staggering Blow tick down 30/35/40/45/50% more quickly
- No longer grants extra magic damage on basic attacks
The big change! Nautilus' shield is now entirely for the shield and applying MORE crowd control. No longer is Nautilus forced to use his main defensive ability to go on the offensive! The bonus magic damage from his basic attacks has also been slightly compensated by giving it to other areas of his kit to make those spells feel as powerful as his W. To put it into numbers, Nautilus loses on average about 80/110/140/170/200 (+80% AP) magic damage against an enemy champion and more against monsters. The damage buffs on his abilities are pretty justified.
Riptide
- Base Damage increased to 80/120/160/200/240 from 60/100/140/180/220
- AP Ratio increased to 60% AP from 50% AP
- Now also interrupts channels
- Monsters and minions take an extra 25% damage from Riptide (100/150/200/250/300 (+75% AP) per splash)
This is mainly a buff to Nautilus' clear speed and compensation for the magic damage loss on his shield. Finally, in Nautilus' basic kit, for being the supposed crowd control expert, he didn't have too many ways of dealing with channels besides Q'ing the target (very hard in team fights and forces him to sacrifice mobility and peeling) or using his ultimate. His E would be a good way to make it to so he can return to his throne as king of crowd control. Also, monsters usually take about 2 splashes per wave so they will usually take about 150/225/300/375/450 (+112.5% AP) magic damage per use of Riptide on average with larger monsters such as Dragon taking 200/300/400/500/600 (+150% AP) magic damage excluding mitigation on both of these of these numbers. The bonus damage affecting minions also makes Nautilus better at clearing minions now that he can't use his W to do so.
Depth Charge
- Now has more frequent splashes
Ever have that annoying moment where the enemy you were using your ultimate on is at a distance to where the splashes on Naut's ultimate spread out a lot and it misses about half of the enemy team? Yeah, with this change that would be fixed.
Opinions on these Naut changes?