How to make Nasus a better juggernaught
Introduction : as the juggernaught rework came, juggernaughts were identified to be melee champions that get kited extremely easily and bring poor utility to a teamfight, mostly damage and being a guy you don't want to get close to, else he will easily kill you. However, before the rework they weren't in a good spot because they were outshined by tanks. Indeed, even if they do more damage, the damage difference is irrelevant when you take in account the fact most of the damage is dealt by the backline and tanks are simply better at protecting it or CCing the enemy backline. What came with this rework is a change of base stats, scalings and itemization mostly based on AD-HP items that had poor synergy on tanks but great synergy on juggernaughts, like
which allows to deal efficiently with armor stacking and crush a guy that's built tank.
What's weird with Nasus is though his identity is one of a juggernaught (guy that gets kited but is pretty beefy when comes melee fights) he doesn't have the same scalings of a juggernaught at all. He scales very poorly with AD and health, and greatly with CDR, spellblade items and resistances. He doesn't benefit at all from juggernaught items. That makes him in a weird spot because once his Q is stacked he has strong power against squishies but just can't use it as he gets kited, meanwhile when fighting opposing frontline, which is basically what he should do as a juggernaught, he doesn't have anything else than his ult. Granted, the ult is quite decent, but overall, a bit of MR and it doesn't do that much damage, also the damage/second is capped. He doesn't have something like %armor cleaving (quick reminder that %armor pen/cleave is good against tanks, while flat armor pen is good against squishies therefore Nasus E is way better against squishies than it is against tanks) or sustain based on a tanky stat he buys (think Darius Q/ Illaoi tentacles healing in %missing health) or, idk, % health true damage (Garen, Fiora).
That said, we can see that Nasus scalings are slightly overdated. He's good against squishies but can't reach them, he's not really good as fighting tanky dudes when it's the only guys he should be fighting. That makes him quite a weird pick as he can be stronger in low elos where he can easily reach the backline as people are just bad at peeling/kiting/denying Nasus stacks earlygame, and kinda trash at high elo (mid-high diamond + )
What I suggest is really simple; making him a better lifesteal tank by allowing him to ignore his opponent's armor while lifestealing. But the values are adjusted for it to be balanced
New passive : Nasus gains 10/15/20% Lifesteal. The lifesteal from passive is halved against champions (!) but it ignores armor and damage reduction (applies before accounting resistances). Additional lifesteal from items/masteries works normally (does not ignore armor).
Overall, the power level of Nasus is exactly the same in earlygame (you'll just hit minions, and it might even be a slight nerf since lifesteal is divided by 2 against champions even if it ignores armor).
It's not really a huge buff in lategame actually. 10% true lifesteal is good for fighting tanks but he still dies easily to focus in teamfights, it's hardly a difference against squishies (actually close to a nerf, but at that stage of the game lifesteal is somewhat irrelevant compared to carries damage). I just think it would help him in his identity to be more of a lifesteal juggernaught that goes frontline and just fights the opposing frontline. Not being forced into a must-flank or splitpush to be relevant.