Nasus state, does he fill the niche he should?

Sasogwa··3 votes·407 views

Hi everyone, I'm Sasogwa and I'm here to share my thoughts about Nasus, which has been my main for many years, since I started playing pretty much, in season 2. First off, I'd like to make sure my point is clear. It's not straight up a "buff Nasus pls" thread. I would like you not to just see "nasus" and be like, meh nasus is fine, downvote and move on. I'd like you to see my entire point and if you disagree to tell me what you think so that I could learn more about your point of view. So, Nasus. The infinite scaling champion by excellence. A juggernaught/bruiser that is supposed to be the weak early/lategame god. But let's talk about what he currently is. Nasus' earlygame is pretty average, he can survive against most matchups if they're not too agressive, but with the help of enemy jungler he can get dove rather easily and shut down well in high elo. He needs stacks to be relevant so he can't help his team at all earlygame and stay for long fights in the jungle or else he will fall off harder than any champion. So since he stacks infinitely and he's not supposed to be a good earlygame champion, that part is actually fine. Then the midgame depends on how well he survived. The thing is unlike most champions, Nasus automatically snowballs of nothing happening in the game. Since he is more stack dependant than item reliant, he becomes more powerful off that. If there are a lot of kills in both teams and everyone gets a lot of items, it's actually bad for Nasus. Nasus is happy if lategame doesn't come too soon. That's why a buff to gold generation is an indirect nerf to Nasus, but since it wouldn't be fair to rebalance all gold generation just for the sake of the dog, we won't consider this option. Nasus stacking is linear, and it's easier to farm in laning phase/midgame than lategame teamfights where death timers are too important to afford to ignore the rest of the map and farm. That means his power curve is rather linear, slightly grows less in lategame but the curve never stops. If i were to put that in a graph :

Nasus power ^ l......................................o l.............................o l......................o l...............o l........o l...o l--------------------------------------------------> time

Actually, his power is slightly multiplied by cdr, the fact you can use your Q faster, so the growth is even more important by midgame, and comparatively the curve's even slower by lategame, even if it never ends (!) But at the same time, carry and usual lategame champions have an exponential curve due to the multiple scalings they have (just think of ad carries, ad multiplied by attack speed and crit and armor pen and lifesteal comes as a % scaling as well, everything is multiplicative and the curve is exponential - like). It could start higher than Nasus because Nasus early is kinda trash but would still look like that (below). Their curve would be more like :

Carry/lategame champion power ^ l....................................................o l..................................................o l..............................................o l........................................o l...............................o l...................o l.....o l-------------------------------------------------> time

But it brutally stops at 6 items, while Nasus curve continues. Sorry I had to put points before the o's which represent the curve, because the text editor doesn't show more than one space. I hope you understand the curve and it's not too confuse.

The thing is when we compare this curves, we notice something. Nasus powerspike and where he is strong. It's not lategame, it is midgame. And that is if he didn't fall behind too hard/ was chainkilled. Yes he continues scaling after everyone reaches 6 items, but that is hardly relevant ! How many games have you seen where Nasus kept freefarming and the game was drawn out long after everyone reached 6 items! I bet not much, and those were probably weird games where people didn't play to a very high level. So if you believe Nasus is too strong lategame I think you are mistaken and lack experience with and against him. He's easily dealable with if you are coordinated.

Other things we can notice about Nasus : Nasus identity in teamfights in one of a juggernaught, because of his natural weakness to kiting and high brute force in melee. However, none of his scalings are one of a juggernaught. Usual juggernaughts (think Garen Darius ) scale well with health/damage and have access/synergy to items that are specially designed to make them win in melee against tanky champions, aka the ones they'll be facing in teamfights (think item 3071 which is a juggernaught's bread and butter). Nasus scales well with CDR, sheen items and resistances in general (synergizing with lifesteal), his scaling with AD is terrible. He scales somewhat well with armorpen due to his Q being physical, but these kind of items are usually too slot-expensive to be relevant. He scales a bit with AP. His E grants flat armorpen which is GREAT against squishy champions but weaker against people that have already a lot of armor. His R however is a true juggernaught spell, stealing %health and changing it into AD, which Nasus doesn't really care that much about but hey, it's something. The % health damage is capped (meanwhile Vayne Fiora rito pls). Anyway, if we take a look at it, most of his damage is kinda flat and benefits of some flatpen, which screams squishy killer. When we think of other juggernaughts : Garen cleaving armor, missing health ult, %health true damage against villain allowing to melt a tank. Darius cleaving armor as well, his E grants % armor pen, ult is true damage (overall more efficient against ppl with lots of armor). Why does Nasus have a kit that crushes squishy champions yet can't reach them and does not too well against what he's supposed to fight (other juggernaughts and tanks in teamfights)? That's why his identity is a paradox. A juggernaught with the scalings of a bruiser. And that's also partially why he shines in low elo. People don't peel well, Nasus manages to reach the backline and murder carries, something that would never happen in very high/competitive elo. That's also why he sucks in teamfights and has to splitpush all the time. He's designed to fight squishy champions but is stuck due to low mobility to fight frontlines.

So I'm asking those questions now : Can we change him? Should we change him? If yes, how? Can we make Nasus curve more smooth and fill the fantasy everyone wants when playing Nasus aka I'm playing a weak champion that grows stronger and becomes a god by lategame (while ofc being balanced overall). Maybe it would be cool once you've stack to actually be a good asset to your team and not be a splitpushing asshole all game to be the most relevant? :P

If yes, do you have any suggestions? I'd be glad to hear some feedback on what you think he should get.

Lastly, I think it's extremely important that Nasus keeps his infinite scaling even at the expense of his viability because it is core to his identity.

From what I remember from the past, Nasus used to actually be better fitting to his condition back in season 2 where everyone considered him trashtier because he was too weak earlygame. Why's that? He had a lot of manaproblems, but at that time he scaled better than now because of several factors: His W was so much more powerful. It was a 35 to 95 % attack speed slow (averaging 65%) while now it's strictly 2 times lower. Damage was not as high as now. Not as much % health and free pen/true damage everywhere. CC was less obnoxious and less focused against melee champions. CC could have less counterplay but it wasn't basically : I am a support/tank, you are melee so you're stuck here for 3 years because most of my kit has linear power linked to how far you are from me, since you're close I can nearly perma CC you. QSS didn't evolve into anything, crucible didn't exist, so his slow had low counterplay, effectively in teamfights he could pretty much deny the AD carry. While I agree this was really annoying as an ADC player, this was a way to make him strong in teamfights. However I don't think it would be the right way to change Nasus (buffing his ats slow) so let's explore other possibilities as well. Whenever I have the time, I'll also post some suggestions of mine if you are interested. Sorry for the long post, hope I raised some interest :)

7 Comments

Sasogwa3 votes

So, some suggestions: The first idea I had was making his E physical damage to activate Black Cleaver and make it have higher synergy with Nasus. Pro : Nasus would work better with this and be a better juggernaught Cons : Black cleaver overall still has a kinda terrible buildpath for Nasus, who still wants to rush resistances and that creates an awkward situation. Also Nasus wants to rush 40% cdr. So maybe he still wouldn't get it and that'd be overall a nerf to him. Would be a nerf to AP Nasus which is sad. Fun builds with low viability shouldn't be destroyed like that.

Another similar idea would be to change the flat arpen to % arpen.

Second idea would be to rework his passive lifesteal. As you all know, lifesteal is applied after armor, making it way better against squishy champions than against tanky ones, which is yet one other proof Nasus kit is strong against squishy champions in melee and not tanks. What could be changed about it? I thought at first to make it true lifesteal with a lower value, so it would be weaker earlygame but become really a potential menace where he might lifesteal decently in teamfights?

A second suggestion with the same idea behind would be to remove a part of the lifesteal (maybe put it to 5/7/10% instead of 10/15/20) and also grant Nasus a shield everytime he Q's. (or everytime he Q's a champion). The shield would be equal to half the stacks Nasus has (example : 400 stacks => shield of 200. Not such a big deal) Shield would last 1.5 or 2 seconds. That means he's harder to trade and better against tanks than before, but doesn't recuperate all his health that easily by lifestealing a bunch of minions.

Another idea I have was linked to the wither. How to make it a stronger less obnoxious aspect. I had the idea to increase its cooldown from 15/14/13/12/11 to 19/18/17/16/15 but make it stronger on his disabling power. Attack speed slow increased to 25 -> 75% over 5 seconds, for an average of 50%. Also grants 20% damage reduction. To slightly compensate for the fact it means he's even more ridiculously easy to kite (increase of CD), I also would change his Q to steal 15% of his opponent's movement speed (not stackable, lasts 3 seconds). That would mean Nasus would be slightly stickier without W, but would not be able to permaslow. If Nasus doesn't reach you during the time you're slowed, he won't catch up. If he does, you're f*cked. I think it indirectly adds counterplay and might even be a nerf overall.

Your thoughts?

PS : downvoting without explaining or commenting is extremely pathetic for all the work I put in it.

Ravenous Howls2 votes

As another Nasus main I actually like and prefer many of your suggestions because none of it outright guts him and makes him useless and adds viability and better team fighting options. It would in fact make him a much better duelist and juggernaut overall. Right now he feels incredibly under-powered and almost entirely dependent on his team doing well for himself to do well.

The problem right now is that in reality for Nasus to carry or snowball he needs early kills, which generally doesn't happen and even going 0/0/0 with decent stacks still means you can lose a game if your team under performed. Nasus needs his items desperately to survive and trade and with only farm gold that is difficult to accumulate in a reasonable amount of time. With the changes it could give him a better chance of early kill pressure and allow him to become viable earlier in the game and give him more presence in team fights.

Reworking his life steal could be tricky but I like both suggestions and really like the idea of making Wither and engaging part of his Q. Spirit fire changes would probably not be the best but the %armor shred would definitely give him some much needed offensive capabilities.

Overall I think this is well thought out and offers fair compensation for the power that would be taken away. Well done m8!

Sasogwa1 votes

[{quoted}](name=Lazarus Blade,realm=NA,application-id=3ErqAdtq,discussion-id=BamFlGXX,comment-id=0001,timestamp=2016-05-05T17:02:16.885+0000)

As another Nasus main I actually like and prefer many of your suggestions because none of it outright guts him and makes him useless and adds viability and better team fighting options. It would in fact make him a much better duelist and juggernaut overall. Right now he feels incredibly under-powered and almost entirely dependent on his team doing well for himself to do well.

The problem right now is that in reality for Nasus to carry or snowball he needs early kills, which generally doesn't happen and even going 0/0/0 with decent stacks still means you can lose a game if your team under performed. Nasus needs his items desperately to survive and trade and with only farm gold that is difficult to accumulate in a reasonable amount of time. With the changes it could give him a better chance of early kill pressure and allow him to become viable earlier in the game and give him more presence in team fights.

Reworking his life steal could be tricky but I like both suggestions and really like the idea of making Wither and engaging part of his Q. Spirit fire changes would probably not be the best but the %armor shred would definitely give him some much needed offensive capabilities.

Overall I think this is well thought out and offers fair compensation for the power that would be taken away. Well done m8!

Thank you, it means a lot to me :)

Shonjl1 votes

Im actually surprised you don't think Nasus is in a good spot. He is one of the top picks for top lane.

Sasogwa2 votes

{quoted}

Im actually surprised you don't think Nasus is in a good spot. He is one of the top picks for top lane.

Well he's in a weird spot. He's rather decent until diamond and then becomes kinda garbage. What I don't like is the fact Nasus isn't really a good lategame (in teamfight mostly) champion when all the fantasy and the point of the champion is the lategame scaling. He just gets kited and melted and his scalings are weird for his position as a juggernaught. I think it's just that, he's not especially weak but he isn't in the spot he should be imo

Ravenous Howls2 votes

{quoted}

Well he's in a weird spot. He's rather decent until diamond and then becomes kinda garbage. What I don't like is the fact Nasus isn't really a good lategame (in teamfight mostly) champion when all the fantasy and the point of the champion is the lategame scaling. He just gets kited and melted and his scalings are weird for his position as a juggernaught. I think it's just that, he's not especially weak but he isn't in the spot he should be imo

This is exactly the problem. He doesn't fit his late game fantasy at all as even with a high amount of stacks the game is designed right now to allow teams to snowball quickly and quickly surpass Nasus. This is mostly due to the large amount of free damage from champions having % health shred or true damage. Nearly every game you will have some form of these oppressive damage types and because Nasus has such poor damage early and sub par stats as he levels it makes it even harder for him to be successful.

Maximum Morde1 votes

TL:DR. The only thing I want out of Nasus, is Old Yeller simulator. SPOILER ALERT, the dog dies.

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