Riot - Any Plans For Nasus?

Great Ozymandius··1 votes·336 views

Nasus is in a bad spot right now, particularly in Gold+.

Damage creep, the abundance of cc, wither range nerfs and attack speed reduction nerf, and mobility creep have all made him a terrible teamfighting champion after around 28 minutes. He doesn't contribute much to his team as a front line tank and he can't get to the enemy back line. It doesn't matter how fed or stacked Nasus got, he's not going to contribute much in late game teamfights.

His bad teamfighting and his reliance on farm forces him to splitpush. Unfortunately, by around the 28th minute, the enemy team can group and dive his team 5v4 which makes it very difficult to splitpush late game unless his team is already winning. This means he needs to do very well splitpushing by the 28th minute.

He has a bad early game, which is fine. But this in combination with his bad teamfighting means Nasus has an extremely weird powercurve that is frustrating to Nasus players: farm really well early game despite his bad early game, transform the stack and cs dominance into total toplane dominance from around 20-28 minutes, and then either get big objectives (e.g inhibitor) or draw enough enemies top lane that your team is able to get objectives. If you don't get big objectives or your team doesn't get big objectives before thee 28th minute, you become a liability and your team probably loses. You have to work so hard just to get 8 minutes of fame and then you are nothing again.

I'm not sure how to fix Nasus' issues while maintaining his stacking identity and preventing him from being toxic in low ELO. You'll probably need to do one of two things:

  1. improve Nasus' late game teamfighting. Maybe give him some ability to reach or stick onto carries that only becomes relevant late game. For example, increasing wither range after a certain number of stacks, or giving tenacity as a function of stacks, or giving conditional movespeed as a function of stacks.

  2. Improve Nasus' ability to splitpush. If Nasus only gets 8 minutes of fame, those should be a good 8 minutes. Right now, his tactical niche requires him to splitpush hard from 15 minutes onward before he starts to fall off at around 28 minutes. But his kit requires him to stack. And stacking requires slowpushing the wave. So there's this contradiction in his kit that makes him want to push hard and push slow at the same time. For instance, suppose your enemy toplaner roamed bot and there is a big creep wave pushing your tower. Either get the stacks (and then you won't have the wave pushed to take a tower before your enemy returns top lane) or fast push the lane and get behind on stacks. You might call this a meaningful choice, but to me it sounds like a lose-lose situation. This contradiction in his kit prevents him from making use of his niche. I'm not sure how you would fix this, but you'd probably want to allow him to stack quickly when fast-pushing the lane. Maybe any minions killed by nasus in spiritfire but not by spiritfire itself would count towards his stacks? That is, Nasus wouldn't be able to stack at range with 'e', but when he wants to fast-push the wave, he could throw down spirit fire and then use iceborn gauntlet or a hydra item to quickly clear the minions. Since spirit fire aoe doesn't last that long and uses a bunch of mana, I don't see this being abused under tower to get stacks too easily early game. And since it can't be used at range, he can't stack with e at range when enemies zone him off the creep wave.

Thoughts?

1 Comments

Ravenous Howls1 votes

I kind of like the idea of getting stacks with spirit fire. But maybe you could get 1 stack for regular minions and 3 for cannon or siege minions from range. It would give him some opportunity to stack from range without breaking him.

But in reality what he really needs is some better health, armor and MR base stats, his ult doing % damage off his own HP and either tenacity or wither gets a range increase and maybe like 75% AS shut down. He needs more utility and most Nasus players rarely get 500 or more stacks in a single game. Hell many games I end in the 400's.

Without penetration, heavily armored enemies can negate much of his up front damage and if he can't get into melee range then his damage is worthless on squishy targets. I think he needs his wither range so he can actually get onto high priority targets and kill them and make his team fighting presence stronger and more reliable.

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