my attempt to make nasus healthier

Big Lincoln··4 votes·340 views

without doing big changes. no specific numbers, just concepts. goal is to make him feel a little more rewarding to play and fairer to play against, giving him some more power with counterplay

P - changed to healing for a value based on X/Y/Z% of Siphoning Strike stacks. Healing is greatly reduced for basic attacks.

reasoning; I think giving him target agnostic sustain will make it easier to balance his healing. right now his lifesteal has to be very high because he can't dent tanks at all to make the lifesteal work, so it's disproportionately powerful, but his healing is still connected to how well he's stacked up. it still scales with 1/6/11 levels, intended to be a nerf to early healing but a neutral change or buff to late game

Q - now gains stacks for all takedowns; 6 for kills, and 3 for assists.

Veigar treatment, to give him a little something for participating in fights.

W - now starts as a tether for 1.5 seconds, range up and tether break-point is further than the cast range. initial slower stronger/scales up to the maximum sooner?

iffy on this. i like the IDEA of it being a tether or something that can be played around more, but it's harder to work out than i thought

E - flat armor reduction removed. now has a 'secondary' AoE that expands to match the original one's size; after the circles meet, all enemies standing on Spirit Fire have X% of armor ignored by Nasus for Y seconds, refreshing while still on the AoE. DoT damage adjusted as needed

adds 2 instances of counterplay; the expanding AOE gives you time to move away and slightly delays his optimal damage in a fight, but punishes more if you don't by making the armor ignore stick with you for a couple seconds after you leave it. making it armor ignore and not armor reduction means that Nasus won't dramatically bolster an ally AD's damage, either, so you only have to worry about getting away from him, but puts some focus on his team to want to keep him in range to make good use of his armor penetration

ur thots?

19 Comments

Calabok2 votes

how about NO change.

PERFECT!

Big Lincoln2 votes

nerf brand

AmetDeCrypt1 votes

pretty aight. someone else had a similar idea except they made the w a health siphon and the e a sideways line arc type thing that applied grounded in the area.

Darkdemon6531 votes

The problem with making him heal based off of stacks is it makes his laning phase even worse, and he already has the worst laning phase out of every laner.

Big Lincoln1 votes

that is the point. if you notice I made his late game much better, to try and nudge him back to his original hyper carry niche

I think that justifies a weaker early game

Darkdemon6531 votes

[{quoted}](name=Big Lincoln,realm=NA,application-id=3ErqAdtq,discussion-id=AuvRiojk,comment-id=00010000,timestamp=2017-07-09T18:01:10.035+0000)

that is the point. if you notice I made his late game much better, to try and nudge him back to his original hyper carry niche

I think that justifies a weaker early game

It's already the weakest out of every laner, and he already has a hard time making it to the mid game with a strength that would be relevant. There's no way he would be able to get to late game with healing based off of stacks.

Big Lincoln1 votes

that's more the meta than anything atm

once his worst counters are taken down a peg (and they're due for nerfs) and tank/bruisers items are buffed back up I think this would be fine

nasus has E max if he wants a stronger early game

Penns1 votes

When is laning phase over? Because I like when the Nasus with item 3024 or item 3211 suddenly ignores everything I do with more life steal than bork gives lel :(

Skias1 votes

{quoted}

When is laning phase over? Because I like when the Nasus with item 3024 or item 3211 suddenly ignores everything I do with more life steal than bork gives lel :(

His passive is better than bork, lol. He gets it right away.

Penns1 votes

Move his E burst to when the circles meet too and Im in hehe

Big Lincoln1 votes

probably does need to be less bursty but I didn't want to dick on E max/AP Nasus

gotta have diversity hehe

Ahristocats1 votes

His R needs the duration to be reduced while the damage is being increased so he can get more %hp damage

His E already has enough counterplay, and you're essentially making him more feast or famin by removing his utility that he can bring to his team so Nop, keep the 40 armor reduction

everything else should be done

Big Lincoln1 votes

changes are oriented towards late game to make him strongest there. that should be his niche like it used to be

E could be a armor reduction but tbh I don't care for my ADC benefiting from my spells more than me when im supposed to be a melee carry, and I think we have enough armor shred in the game, some selfish power would be a nice change

Ahristocats1 votes

then make his E a %armor reduction

do not make it so only nasus benefits from it, we don't want more feast or famin look at How Darius has NEVER been picked in competition unless he was busted because he only has a long cd 400 range hook and a 1 sec slow

Nasus was played in comptition a lot of time, when tanks were meta nasus wasn't busted but was played because the dude offers a great amount of utility with his ult that is good for objectives like baron, low cd W, and E

Big Lincoln1 votes

nasus should benefit the most from it then

give it half as much for allies

but slapping armor shred on every single bruiser is getting tiresome

Ahristocats1 votes

[{quoted}](name=Big Lincoln,realm=NA,application-id=3ErqAdtq,discussion-id=AuvRiojk,comment-id=0004000000000000,timestamp=2017-07-09T18:31:52.326+0000)

but slapping armor shred on every single bruiser is getting tiresome

because riot has no imagination Currently only Garen (who got it only RECENTLY) and nasus has armor shred

they want to give to bruisers utility, but they literally have 0 imagination on what kind of utility they can have

so they just give them armor shred like they did with garen

Big Lincoln1 votes

it's also on vi, wukong, j4, Renekton, etc in top of that ALL these champs like cleaver too

i agree though we need more unique utility. I so badly want more debuffs or like counterpick CC blinds silence etc. but all we get is slows knockups and armor shred cus riot plays it safe

Xion The XIV1 votes

Hmm with how Nasus is countered by Range champions(outside Teemo, at 100 stacks you feed off teemo's) and Darius. I truly think W should stay the same since he needs something to catch to Ranged champions. Your tether Idea would just make Quinn unbearable to play against. His E should take away the Armor reduction and just add % health damage each second they are in it.

So his combo could be W then E so the maximum amount of damage could be done while in his E. Because as a tank Nasus would not really be doing too much damage to them, unless Nasus was allowed to free farm for 10 minutes or is way ahead in lane.

His ult should also add % health to his Q. Add the stack damage and say 5/7/10% max health per Q.

Ravenous Howls1 votes

P - changed to healing for a value based on X/Y/Z% of Siphoning Strike stacks. Healing is greatly reduced for basic attacks.

His AA's would already get reduced benefit if his sustain is based on a % heal based on number of stacks. Nasus doesn't buy much AD and it is really only because of his stacks that he, currently, heals so well especially after a sheen purchase. I don' think we purposefully need to reduce his AA sustain. You may have meant this but I read it as if AA's were going to get an extra reduction.

Q - now gains stacks for all takedowns; 6 for kills, and 3 for assists.

I would not mind getting 1 stack for each champion hit by his E upon initial burst. Currently Viegar get's stacks just for using his abilities on an enemy champion not even conditional for a kill. 3 stacks for an assist sounds good too. This would also give him incentive to join fights instead of tunnel farming all game.

W - now starts as a tether for 1.5 seconds, range up and tether break-point is further than the cast range. initial slower stronger/scales up to the maximum sooner

Honestly I do not care for this change. Tether's are more support minded IMO and Nasus already has trouble sticking to mobile targets as it is now. My suggested change for Wither would be to make it a skill shot, that can pass through at least one minion to a champion. If this happens the duration is halved and the effect is sped up over time to reach it's full amount over a short time. If an enemy champion is effected by wither and touches any allied units they are also withered for half the duration and effect. This gives Wither counter play and Nasus some team fight utility. This is just an idea and I haven't done any number crunching.

E - flat armor reduction removed. now has a 'secondary' AoE that expands to match the original one's size; after the circles meet, all enemies standing on Spirit Fire have X% of armor ignored by Nasus for Y seconds, refreshing while still on the AoE. DoT damage adjusted as needed

E really just needs % armor pen. I agree this is probably his most lack luster ability but over complicating it doesn't sound much better either.

Other ideas of mine included giving the % max health shred to wither instead of the AS reduction and take it off his ult. That way Nasus has some better trading potential vs tanks without having to burn his ult and all his mana. Not sure what to compensate his ult with but again this is just an idea.

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