Ornn Gameplay Update

Magic Wizard Joe·6/24/2018, 9:03:52 AM·1 votes·1,157 views

There's no doubt that Ornn was a problem and deserved his nerf ( I say this as someone who fell in love with ornn at first sight) but in his current state I believe he could use some love, and a play style that's a bit more unique to potentially bring him back and make him much more fun for everyone. I made my own changes to him nerfing his ability to stat check, making him much more of a risk taking tank, and actually giving him weaknesses to take advantage of while of course, giving him more opportunities to **** things up.

Please leave me your feedback if you have the time.

Ornn Ornn can be a bit of a stat check champion when he's given the tools he needs to survive in the toplane while having the ability to buy without backing. With this update we're trying to make his weaknesses much more punishable while still letting him do what he does best, setting up combos. _**

Living Forge:**_

[NEW Passive] Fatigue: After using living forge Ornn recieves "Fatigue" Debuff for 60s/40s/20s

Fatigue: Decreases all damage dealt to champions by 5%

Having the ability to buy items in lane shouldn't mean walking under tower for 2 seconds, and then coming back to smack your opponents with that sick chain vest you bought out of nowhere, so we're tuning this ability.

Volcanic Rupture:

Target Range: 800 -> 950 Effect Radius: 50 -> 30 Magma Pillar: 4s -> 2.5s

The idea behind this change is to give ornn the ability to make more plays with less time to do so while also requiring a bit more skill.

Bellows Breath:

Shield changed from 12% at all ranks for 3.5s -> 7% at all ranks 3.5s [NEW Effect] Discharge: After shield absorbs all it's damage ornn gains 12% damage reduction for a remaining 1s duration

Part of what made Ornn so difficult to fight was how much damage his shield could soak up. This change should make trades much less one sided.

Searing Charge: Target range 800 (unchanged)

[NEW] Fiery Headbud: If Searing Charge is targeted towards an enemy summoner, he will charge a bonus 150 units for a total of 950 rather then 800 [NEW] I think I broke my beard: If Searing Charge collides with terrain after exceeding 800 units Ornn will deal 15% Current Health damage to himself and 7% Max Health damage to enemies hit.

This should help Ornn with team oriented engages while making him think twice about using the extra range for selfish reasons.

2 Comments

TheSingularity6/24/2018, 1:10:20 PM1 votes

Honestly, the damage he gets through brittle is the only thing pushing him over the edge. The only other would be his silly W hitbox (includes his entire model despite being projected in front of him).

As for your ideas. P honestly this would kill ornn. Instead of getting CC or other stats through a passive. He gets to stay in lane, making him 100% reliant on getting the best use of his passive through farming. Your chain vest example is no different to him recalling then teleporting to lane. Only he doesn't get potions, can't refill his potions and depending on what he buys, may or may not get mana/health. Punishing him for using his passive is just, it defeats the entire purpose of having it. I'd rather recall and purchase than use his passive with that change. Damage is too important a stat these days.

Q/E I wouldn't increase the range of his engagement. He already has an insane initiation range with his ult, adding this would make it impossible to fight ornn on your own terms. Because he'd have the range, without his ult to smash you when ever he pleases. The E change specifically is just bad by design. There's a reason that it's short, so you have a chance of escaping the knock up radius. And again, the whole punishment concept seems cool and good on paper. But it just isn't fun in practice. Best example would be looking at sombra from overwatch. They chucked a static cooldown on her hack every time it was interrupted. In theory it made sense. But it felt awful and everyone hates the change.

W Shield is fine. The hit box, damage and the fact he gets more AA range to proc it is the problem. You can test it urself in practice range. But as I said about his W hitbox is freaking huge. If you don't have a decent dash you will get brittle and he will proc it. No questions asked. He needs the shield (as he sacrifices stats to have it [all tanks do, naut has less HP so he can have his shield, zac has less regen in exchange for the blobs ect]). So hit the damage, fix the hitbox and if that doesn't work, remove the bonus AA range