Seems to me like these Ornn changes just push him harder up pro play's arse
Let's see...
- Higher emphasis on his passive encourages the "just scale" mentality of competitive; more free stats for himself and allies put on a timer/levle restriction
- Shield removed, basically guaranteeing that any champion who isn't as bad or worse in the early game as himself will crush him in trades or poke him out of lane easily; matchups he already lost are just going to be completely unfair for him now
- CC nerfed and damage buffed; pro play will likely have more CC on their team to make up for it, so he'll at least do more damage in group time, you can't trust soloQ to carry the weight of Ornn's CC nerfs (especially with how a staggering amount of people never read patch notes)
- Issue of his ult being extremely safe and reliable engage with not much immobile champs can do against it still prevalent; he'll still naturally gravitate towards high presence in pro if he isn't completely dumpstered
Further, why does Ornn now have 3 passives on his passive slot? He can buy items from anywhere on the map, he can upgrade his items, and he now passively gets a stat bonus from all resistance items he buys (I thought "we" hated stat checking...?)
From the way things are looking Ornn is either going to be further rooted in pro play stigma or he's just not going to be good anywhere. Giving him more flat buffs isn't going to solve the issue; he's going to need a major game shift in his favor or a functionality change that makes him friendlier to soloQ's disregard for decent team compositions.