Talk:Nautilus/@comment-25548760-20150218075434

Agree with who say that nautilus damage ( full tank ) fall off way to much. Before nerf ( good base on shield ) you can compensate his lack of damage during mid/late game with a Wit's End, now with the nerf to his shield you can't delay tank item or you will delay your tankiness, ruining all your kit.

But i still think he need some sort of damage. Seem like the most common form of sustained damage for tank is HP% ( amumu, check ! sion, check ! Seju, check ! zac, check ! Shy, check ! Mao, check ! ) so why not balance him the same way ?

In my opinion should be enought the :

Nautilus's basic attacks deal an additional 10 + 4/6/8/10/12 max hp% (*) magical (**)  damage and   root his target for  0.5  /  0.75  /  1  /  1.25  /  1.5  seconds.

(*) Seju scaling from a base  2 + (6 × Nautilus' level) physical damage scaling

(**) Moved to magic damage from physical.

This way his mechanics won't change, but it damage will grow up a bit in a prolonged fight, without changing his mechanics.