Nasus, a Gameplay Update
Very short version, remove Nasus' AFK farm mode and make him interact with his team and opponent(s) a lot more; infinite scaling will stay but in a different light as this is one of his core identities. Also 5 seconds point and click stun has got to go, there is no gameplay or counterplay to this.
NOTE: SP = Soul Power
Soul Power (Passive): Nasus' abilities become stronger from Soul Power.
Nasus gains 1 Soul Power from all executes, 3 from large units, and direct executes from Siphoning Strike will double this value.
Current Soul Power: X
Siphoning Strike (Q): Cooldown: 5.5/5/4.5/4/3.5 seconds; Cost: 35 Mana; Range: 350 units Nasus slams his cane in the target direction to deal 60/80/100/120/140(+100%bonus AD)(+80%SP) physical damage and healing himself for (+5%SP) health per enemy struck, (+20%SP) health for struck champions.
Siphoning Strike ignores 0%(+1% per 20SP) of the target's total armor and can damage enemy structures.
Wither (W): Cooldown: 25 seconds; Cost: 85 Mana; Range: 900 units / 450 units Nasus erupts the ground at the target location slowing enemies down between 25% to 99% for 1.5/1.75/2/2.25/2.5 seconds based on how close they were to the centre of the area, and half of this value reduces their attack speed.
Wither's base cooldown is lowered by (+1% per 5 SP), up to a maximum of 70% reduction.
Spirit Fire (E): Cooldown: 6 seconds; Cost: 60/65/70/75/80 Mana; Range: 900 units / 450 units Nasus unleashes a spirit flame at the target location for 3 seconds, grounding enemies within and dealing 40/50/60/70/80(+20%AP)(+15%SP) magic damage per second. Afterwards the zone detonates to deal 60/90/120/150/180(+60%AP)(+50%SP) magic damage.
Fury of the Sands (R): Cooldown: 120 seconds; Cost: 100 Mana; Range: 175 units Nasus empowers himself for 15 seconds granting 250/325/400(+50/75/100%SP) health and dealing 3/4/5%(+1% per 100AP)(+1% per 100SP) of nearby enemies' maximum health as magic damage (max 240 damage per second against monsters).
Take my numbers with a grain of salt as this is all on-paper concept and are also literally the easiest things to balance, but this concept allows Nasus to be balanced easier. This means Nasus can be nerfed if too strong one patch and buffed if too weak in another patch because I made his infinite scaling mechanic ratio based so things can be tuned easier. Two final points, I made his Q AoE to try to force no more lane freezing and AFK farming and all executes granting stacks are to try to encourage Nasus to actually push out waves rather than playing a farming simulator, also reduced sustain in the early game and gave better late game sustain; the other thing is updated him to be better against mobile champions by moving his armor shred to an aimed Wither so his E can gain a ground debuff to enemies within (mobility spell silence) so that dash and blink champions are harder to kite Nasus and in exchange fixed his Wither's duration to be a reasonable duration (and this allows more power like make it AoE).