@Riot, can we give my ol' pal Naut some love?
https://78.media.tumblr.com/8f8f2113be89d0a8bcca7380263020c8/tumblr_n94qbj3l4C1snbskwo1_500.gif
Ah, Nautilus, the Oceanman, the Holy Diver, he's fallen somewhat out of flavor recently and for good reason. He has lost his former crown as the Undisputed King of Crowd control as other tanks slowly caught up with him in terms of raw CC and damage.
What remains is a sad ol' Tank who struggles to find his own unique niche in the League of Legends Ecosystem.
So, what is Nautilus supposed to be? Well, he should feel HEAVY!
He's supposed this marching Colossus of the Depths that'll drag you down and drown you. Make you choke on the brine as you take the CC railways, riding the dredge line.
But how would you achieve giving Nautilus a real niche? Well, by reworking some of his spells of course, similarly to what you did with Xin and Shyvana.
#So, what would I change in a Nautilus GU? -Reduce the spamminess of his kit, less uptime, stronger effects -Retool him to work better in the Jungle -Overall lower the amount of CC in favor of more interesting ways of playing him
https://vignette.wikia.nocookie.net/leagueoflegends/images/c/c4/Staggering_Blow.png/revision/latest?cb=20130929123118 Staggering Blows Nautilus current passive is just a boring hard cc on a basic attack. It doesn't provide him with anything intuitive and just feels tacked on most of the time but it's really strong nonetheless. It could be tuned to be more interesting.
So here's my suggestion:
New: Staggering Blows grounds for 2-5 seconds based on level whenever Nautilus autoattacks an already movement impaired unit, this attack scales off a percentage of Naut's maximum hp and cannot occur more than once on the same champion unit for 15-5 seconds.
This would make Staggering blows more of a combo tool to pair with allied cc or his own, giving him ways of applying nasty cc Chains that can't just get broken by hyper mobile champions. Because there's no escaping the grasp of the depths.
https://vignette.wikia.nocookie.net/leagueoflegends/images/3/3b/Titan%27s_Wrath.png/revision/latest?cb=20130929123118 Titan's wrath This had a lot of its power siphoned into his E, the change that made Naut oppressive top and support but somewhat ruined his jungle clear. I'd bring back more power in form of Jungle sustain and clearing potential, making it once again one of Naut's bread and butter abilities
New: Titan's Wrath now lowers monster's Attack Speed and Movement Speed, thus giving him the ability to use Staggering Blows in his jungle clear.
This change would not only speed up his clear but make it healthier due to the crippling effect it has on monsters while not changing its performance in a PvP scenario
https://vignette.wikia.nocookie.net/leagueoflegends/images/f/f6/Riptide.png/revision/latest?cb=20130929123116 Riptide Ahh, ritpide, screw you for how you impacted Nautilus' top lane performance, and while it's amusing how it gave the Diver WAVE clear, it really needs to become a tool that's used fewer times throughout a fight but has more impact.
Passive: Nautilus' abilities, and empowered AA's apply stacks of "Keelhaul" to enemy champions. Active; Nautlus' stomps the ground, dealing AoE magic damage in three waves that emit from his current position, each wave deals reduced damage, but refreshes its slow. If it strikes an enemy with maxed out "Keelhaul", Riptide additionally knocks the afflicted enemy champions up for 0.25-0.75 seconds.
Increasing its Cooldown for a more impactful effect would make this ability cooler to play around for the Nautilus player as well as his enemies, with them knowing that they'll face some harsh tidal waves if they stick around him for too long. This would make Nautilus better at drawn out team fights where he can make use of its enhanced effect.
Those are just some of my suggestions for Nautilus, I just think he needs SOMETHING to be different from other Tanks in his category and by lowering his CC in favor of stronger, more impactful effects he could benefit greatly from it!