Nautilus Rework

TheSingularity·6/2/2019, 8:56:49 AM·1 votes·1,455 views

So nautilus has been a balance problem since his power adjustment in patch 5.5, 4 WHOLE YEARS AGO! Now his tricky balance stems from his very strong and very reliable crowd control: a point and click snare, point and click knock up, circular AOE slow and an admittedly generous hitbox on his hook. And his strong early game burst pattern of Q-passive+W-E, which he can execute very quickly with the only condition being landing the Q (counterplay being use the minions) or following up on other CC. Now we've seen this issue before in Ornn, who also has strong reliable CC and had a very high early burst pattern. However both his CC and burst pattern were locked to his brittle and is slower to pull off leaving more room to outplay. In addition, his kit resembles more of a hulking water bender than it does the Titan of the Depths! A quick quote from his bio "none could match the skill of the quick-sinking hulk of solid muscle that was Nautilus.". Below are links to his lore if you're keen for a read https://universe.leagueoflegends.com/en_US/story/champion/nautilus/ https://universe.leagueoflegends.com/en_US/story/nautilus-color-story/

So onto a reimagining of his kit. My goal is to have his kit use his anchor more, portray him as sinking hulk of muscle while retaining key aspects of his kit. Now for the most part, his kit will function in much the same way. Only his tools will be shifted around/changed, with some major spell changes. Information on his current kit can be found below: https://leagueoflegends.fandom.com/wiki/Nautilus/Abilities

Now for the potential new stuff. I have bolded aspects that sound cool in theory, but I know would be tricky to balance/problematic.

Stats: Nautilus' base size has been increased and his current W auto attack animation replaces his normal auto attack animation. His passive animation is moved to his W enhanced AA. His base movement speed increased to 330 from 325 Base attack damage increased from 61 to 62, and his base attack speed from 0.612 to 0.625

Passive: The primordial Titan

Nautilus' spells apply a magical debuff to enemies for X seconds. While the debuff is active, Nautilus' auto attacks deal an additional X magic damage over X seconds, stacking up to 4 times. The damage does not end when the debuff ends, only the ability to apply the damage.

**Q: Dredge line

Nautilus. Active part 1: Nautilus channels his strength and starts spinning his anchor around his body, gaining range and projectile speed over time and slowing himself by X% for the duration. Active part 2: hurls his anchor to a target location, slowing enemies close by (in a circular area) and dragging enemies within the centre (small area) towards you (functions as current, both you and the enemy cover half the distance to meet). Enemies can't be pulled through walls, but nautilus can (a way to fk it up while increasing his jungle mobility). If dredge line hits a wall, nautilus will be dragged the full distance to the wall at the respective speed (through walls if need be). If he ends up in a wall he will boop out the closest side like kayn's E.**

W: Titans Fury

Nautilus gains a shield for X% of his maximum health for X seconds. While this shield is active Nautilus' first auto attack against a cursed enemy is a powerful slam, dealing additional physical damage and snaring them for y seconds seconds. The snare cooldown equates to the shield cooldown. This spell resets his aa timer.

E: Pay the Tithe

Nautilus stomps down, producing a shockwave that spreads out in all directions (for visual aid see https://giphy.com/gifs/radar-tpI5dqazcfrSo) damaging and grounding all enemies hit for X seconds. Enemies can only be affected by this spell once per cast.

R: Crushing Depths

Nautilus begins channeling his strength for up to 3 (purely theoretical) seconds. For every 0.5 seconds held the spells damage, CC duration and hitbox are increased. Upon releasing the channel, Nautilus slams his anchor down with all his might, sending a shockwave forward that damages and knocks up all enemies hit for X seconds and stunning them for Y seconds (as per current) The spell has a rectangular hit box, and size wise will primarily gain width with minor length gains.

So these changes achieve the following:

  1. It produces more room for error in his Q and R, which in turns opens up room to make them a bit stronger while providing enemies with ways to avoid/stop them
  2. His unconditional snare has been moved to his W, locking it to a cooldown while also requiring he hit another spell first!
  3. His passive rewards extended trades while also encouraging the player to space out their spells to maximize the debuff duration rather than burst the crap out of someone.

Potential issues:

  1. His Q has a lot going on and adds a shit load of utility to his kit, especially in the jungle. The ability to bypass minions for a hook from safety may be too great. But given the channel required it may be fine as a trade off.
  2. We've gone from 1 soft, 3 hard CC to 2 soft 3 hard CC. The additional slow and grounding effect may be a bit much, but in a 1v1 scenario the slow may not come into play.
  3. the presence of 2 channels may make him feel too clunky
  4. The innate stat changes, while bringing nautilus up to speed stat wise may have a significantly larger impact than I forsee.

Hope it was a solid read, would love any feedback [zombie-nunu-hearts]

1 Comments

Daddy Ants6/2/2019, 10:18:42 AM1 votes

All Nautilus needs is some of the recent buffs reverted and his Q hitbox looked at.