@Meddler @Morello A teamfight buff for Nasus that also makes him less frustrating to play against

HateDaddy··6 votes·975 views

Just so we are clear, I'm a diamond (technically plat 1 in my promo series to diamond but who's checking??) Nasus main. I've mained Nasus since season 2 and have over 1000+ games on him. I've spent a great deal of time talking about him with other Nasus players like Hyfe (THE OG DOG), NateKiller, etc. I have a pretty firm grasp of understanding on this champion and know his ins and outs well enough to suggest changes I feel would give him a better teamfight but also make him less frustrating to play against.

Here they are:

W: Wither: increase the cooldown to 14 (up from 15/14/13/12/11) seconds at all ranks but lower its mana cost to 60 (down from 80) and increase its range to 700 (up from 600).

Here is what I suspect these changes will do: for starters, chain withering a single target is dead. Well, it's not dead but at 40% CDR with this change, withers cooldown is roughly 8-9 seconds. In a dueling situation this changes nothing really, anything but this makes him feel like he's actually kitable in duels (but you shouldn't escape him either with Trinity + Ghost). This makes him less frustrating in duels because it decreases his power to perma slow you and gives him moments of weakness but in exchange, believe it or not, the range increase is an awesome buff to his teamfight as it adds a bit more zone control back to his kit (which he still has but it doesn't feel nearly as good as it used to).

The goal for this change is to improve his teamfight, take a little power away from the already strongest overall melee dueling champ in the game while removing arguably the most frustrating element of his game to play against.

Let me make it clear, Nasus isn't really in a bad spot at the moment but with other top laners getting buffs across the board, I suspect he could slowly start spiraling downward due to direct and indirect losses of power. I simply request this because I want his teamfight to feel relevant again and currently, it just doesn't and a big part of that was chopping off withers base range from 700 to 600 back in 4.1.

12 Comments

NemeBro2 votes

I play Nasus occasionally, and would be basically all right with this change.

HateDaddy1 votes

{quoted}

I play Nasus occasionally, and would be basically all right with this change.

It doesn't really change much about him. It does change his dueling vs high AA based champions because they can get Mercs and have wither be on more of a 4-5 second downtime as opposed to a 2 second downtime (since Mercs reduces withers duration from 5 seconds to 3). Nasus would just have to kite them around a little more probably but after a certain point, a farmed Q is going to matter more in a duel than wither.

NemeBro1 votes

{quoted}

It doesn't really change much about him. It does change his dueling vs high AA based champions because they can get Mercs and have wither be on more of a 4-5 second downtime as opposed to a 2 second downtime (since Mercs reduces withers duration from 5 seconds to 3). Nasus would just have to kite them around a little more probably but after a certain point, a farmed Q is going to matter more in a duel than wither.

I know, and that's why I'd be fine with it (actually, considering I play Tryndamere, maybe more than fine lol). I think sacrificing a slight amount of his 1v1 potential to make him a more effective team fighter is fair (and probably less frustrating to his team).

Also, who is the cowardly douchebag downvoting people in this thread without posting?

HateDaddy2 votes

{quoted}

I know, and that's why I'd be fine with it (actually, considering I play Tryndamere, maybe more than fine lol). I think sacrificing a slight amount of his 1v1 potential to make him a more effective team fighter is fair (and probably less frustrating to his team).

Also, who is the cowardly douchebag downvoting people in this thread without posting?

It's gameplay and balance aka reddit 2.0, that's just what most people here do because they're lurkers. Juat ignore them, they're not even people honestly.

doublelift fg1 votes

actually teamfight for nasus should be a weakness, so i think you should care to not broke him

HateDaddy1 votes

[{quoted}](name=doublelift fg,realm=NA,application-id=3ErqAdtq,discussion-id=46eFzotc,comment-id=0001,timestamp=2015-06-18T20:16:44.700+0000)

actually teamfight for nasus should be a weakness, so i think you should care to not broke him

His teamfight would still be relatively weak in general regardless of this change because he's immobile and melee.

This is shifting a little power from his dueling and moving it to his teamfight (power that he once had and should've never lost) while removing chain withering, which again, I'm saying as a Nasus player: it's the most frustrating part of his game.

IAintDarius1 votes

lol Nasus main

HateDaddy1 votes

{quoted}

lol Nasus main

It wouldn't have been a true HateDaddy thread without this, thank you.

But no really, are you really not Darius?

IAintDarius1 votes

{quoted}

It wouldn't have been a true HateDaddy thread without this, thank you.

But no really, are you really not Darius?

Probably.

Popstar Ahri1 votes

hi

Old Man Teeto1 votes

They used to have it so during his ultimate it increased the range of Wither.

Feelings on this returning instead?

HateDaddy1 votes

{quoted}

They used to have it so during his ultimate it increased the range of Wither.

Feelings on this returning instead?

No, that was a buff given to him right at the start of season 3 and it was a mistake. In that same patch, they reduced the mana cost on siphoning strike to 20 at all levels. He also received a buff for his scaling with large monsters, minions, champions and baron/dragon counting as 6 damage instead of 3. I said it then and I'll say it again, they gave him 100 additional range on wither and spirit fire and that was a mistake. 800 range wither meant he could wither the enemy ADC from the back line, so it wasn't even zone control - it was just doing it off cooldown. This made his skirmishing pretty absurd as well as his level of power in teamfighting. I was fine with them giving the bonus 50 AA range during Fury of the Sands but the 100 increased range on wither and spirit Fire was dumb. Just buff it back to its original range of 700 and go with the aforementioned changes. Even if I'm wrong and this is a net nerf, this makes buffing Nasus feel less scary since the biggest part of his kit that feels lacking in interaction during teamfights is getting chain withered.

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