[{quoted}](name=Zeppelins circus,realm=NA,application-id=3ErqAdtq,discussion-id=60lKbhGP,comment-id=00040000,timestamp=2019-01-18T21:20:49.186+0000)
Well from my point of perspective as a mid main, second jung player. I make sure my opposed laner looks well..."tasty" for the jungler. I rarely "ask" my jungler to gank. He just comes to my restaurant.
But lets say, if our customer doesn't know whats best on the menu (or in this case, doesn't even have hands to eat ). Thats quite the problem.
Also I find it quite contradictory, that while a lot of people who defend this playstyle says "cooperate with Nasus", while the person who picked Nasus is adamantly clear he won't from his side by his pick. Since I strongly believe jung/mid is a sort of duo lane (as not as intensive as sup/adc), this is the equivalent of a support standing back the adc doing jack.
Any jungler can "farm". Thats a fact and not a strength to be boasted of. And other junglers can scale higher, stronger than jungle nasus. Just HOW long is he going to get to build at triforce.
I mean, I strongly disagree with you.
You don't make your lane opponent look tasty. You generally lose early trades and give your opponent lane priority. If you're in low enough elo that your opponent with lane priority consistently chooses to try to use it to pressure you under tower without vision/support and make himself vulnerable to ganks that's on him being bad, not you being good. By giving up lane priority you gain one advantage and one advantage only - proximity to your tower.
You give up:
- the win in the 2v2 (if your jungler ganks and gets counter ganked, you give up 2 kills and a boat load of tower damage)
- the win in the 1v1 (if your jungler isn't nearby to punish aggression, your lane opponent beats you 1v1)
- the first reaction to nearby jungler vs jungler encounters (if the junglers contest scuttle, your lane opponent is getting there first AND with more experience from having killed the wave already [possibly a level up on you])
- the option to roam and help top/bot (you'll lose the 1v1 following if he turns, you can't go first without losing tower)
Which I understand will now make you say: "But that's how you're saying to play with a Nasus!"
Which first: if that's how you play anyways, then why does it affect you that you have a Nasus jungler! Your playstyle matches his. Sorry you don't get fed by your jungler camping your lane.
And second: look at those items above again? Recognize something? You comment that mid and jungle are similar to a bot lane duo. Your expression of that relationship clearly shows that you think the jungle is the support and you're the carry. I mean, look at the facts - you think he needs to support your lane but you don't need to support his encounters in the jungle.
And finally: Nasus doesn't make it clear that he won't support you in lane. Nasus CAN gank. He's got an extremely powerful slow on his W. He can counter gank. He can take huge chunks of the enemy tower if you force them out of lane.
Nasus jungle is extremely popular as you showed in OP. That means there are a lot of people playing him because they think it's strong. THOSE people are playing him wrong - they're just farming blindly thinking it equals a win. Someone playing Nasus jungle properly will STILL give some ganks when your lane opponent over-extends. He may need you to provide some of the engage (e.g. hit a cc on them) and then he can get in range to wither. If you're playing someone without CC, he can go to another lane that has it.
I get the feeling that you play damage-heavy cc-light mid laners. They won't go overly well with Nasus because he would prefer you hit CC then he comes in to wither, meanwhile you prefer to have a jungler hit more reliable CC then you follow with your hard-to-land cc and damage combo (or just a full high damage combo). It's not on the Nasus that your lane and his don't go well together for ganks though. Nasus is GREAT at ganking top lane bruisers/tanks for example, since they have lots of CC to let him get in range, then his wither not only slows the escape but also slows AS to prevent the lane opponent from turning and taking a kill back.