A Discussion Regarding Ornn's "Unstoppable" Mechanic on W

This is going to take a little prelude and thorough explanation, so please bear with me. To begin, I make this proposal because I have heard the concerns and cries of Ornn {{champion:516}} players, both casuals and mains, those who will always play, and those who pick him once in a blue moon. In those words there is one primary constant that almost every Ornn player who used the original version knows is that the Unstoppable mechanic on his W was one of the best parts of his kit. So, I'm here to propose my own personal ideas for how it could be returned to his W in a safe, balanced way. I would like to hear feedback from any on this, whether as someone who plays/played Ornn, or someone who has only played against him, this is your chance for your voice to be heard. So, regarding the "unstoppable" mechanic. For those who may not know, Unstoppable is a mechanic that exists on some champion abilities, most notably Olaf {{champion:2}} and his Ultimate, which provides "Unstoppable" for a set duration. What Unstoppable does it is makes the user completely and totally invulnerable to any form of crowd control, including Suppression. Ornn, on release, had a temporary "Unstoppable" effect on his W, "Bellow's Breath". Bellow's Breath is Ornn's primary dueling tool, providing both his strongest offensive ability in terms of consistency and damage, and his only defensive ability in terms of shields or mitigation. Bellow's Breath: Active: Ornn shields himself for 12% of his maximum health for 3.5 seconds and marches in the target direction with 50% reduced movement speed for 0.75 seconds. Over the march he belches fire over a cone in front of him, dealing magic damage every 0.2 seconds to enemies hit. The final bout of flame will apply Brittle for 3 seconds. COST: 45 / 50 / 55 / 60 / 65 Mana COOLDOWN: 17 / 15 / 13 / 11 / 9 DAMAGE [Champions]: 12 / 13 / 14 / 15 / 16% of target's maximum health DAMAGE [Minimum/Minions]: 80 / 130 / 180 / 230 / 280 DAMAGE [Monsters]: 155 / 180 / 205 / 230 / 255 Right, that's out of the way now, let's discuss the core topic. Bellow's Breath, on release, only dealt *current health damage*, and had Unstoppable for the duration of the ability (less than 1 second). However, due to Ornn's low winrate on release (approx. 36% if I remember correctly, but I can't find a source for it at this time) they made some changes, most notably removing certain cast delays and changing his W's damage to %max instead of %current. However, the damage values were left at a comically high 25%max at rank 5, which had the adverse effect of making Ornn hilariously overpowered for a considerable time. The solution? Cut the damage significantly, make adjustments to mana costs and cooldowns, and remove his "safety net" of Unstoppable. However, the "Unstoppable" was such a short duration that it was almost never used *offensively*. Any good Ornn player who knew the old W would be able to tell you the sheer defensive utility that spell presented if used correctly. Did Zoe use her sleepy bubble on you? W right as the timer ticks out, you'll break it before it puts you to sleep. It was essential to trading correctly. So, that little bit of rambling/explanation aside, I'd like to propose something I mused over for a while before Gameplay+ existed. Ornn is a tank, right? That's his intended role, and function. However, his W and Brittle together make him the highest damage tank in the game, unless you count Cho'Gath's ultimate but that's a creature we're not going to get into. Most older Ornn players want the Unstoppable back. It's a high impact high skill ceiling effect that the best Ornn players (and I'm not even counting myself anywhere near the best) could use to turn a horrifically lost trade into their favor by negating the worst of the enemy's CC if used at *just* the right instant. Similar to Fiora's W, it rewarded reactive use, not proactive. So my actual proposal is as follows (without further delays, though I thank those of you who are still reading this mess.) Return the Unstoppable back on Ornn's W. In exchange, gut the damage from 12/12/14/15/16% max to 9/9.5/10/10.5/11% max (maintaining the damage from Brittle procs). Increase the shield from 12% to 12/12.5/13/13.5/14%. Increase mana cost from 45/50/55/60/65 to 45/53/60/68/75 (or 50/55/60/65/70, whichever is deemed "more fair") Increase cooldown from 17/15/13/11/9 to 17/15.5/14/12.5/11. Intent: With these changes, the primary intent is to reduce Ornn's damage, which can easily be considered unfair, if not downright oppressive in some matchups. For compensation, the defensive/protective aspects will be strengthened, while balancing his cooldown and costs around this change. Reasoning: As his only defensive tool, it lacks a lot of the muster that other defensive kits have. No increase in resistances, no % or flat mitigation, and a shield that is barely more than Vi's passive shield (which is up more often and not bound to a specific ability). The end result is to make Ornn a less oppressive offensive bully and more of a stalwart rock to soak up damage, which is what a tank's job should really be. From me to the community, I would like to openly invite you to discuss this idea, and voice your thoughts and opinions below. And to those of you who may have read all the way through, I thank you. *Every step; a new journey.* ~~ EarthyMadness
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