Nasus, a Gameplay Update

Stacona2·5/4/2016, 1:51:52 AM·1 votes·761 views

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).

9 Comments

Carnarius5/4/2016, 10:22:40 PM3 votes

this is why riot balances the game around high elo, not bronze

Carnarius5/4/2016, 3:54:07 PM2 votes

i have to say my friend, this would be the most broken champ ever in this game

Carnarius5/4/2016, 6:40:57 PM2 votes

if we talk about your ideas and numbers:

siphoning strike - ridiculous cooldown, it would go under 2s with 45% cdr, but the most importantly, idea of having aoe farming tool that is ranged and scales so hard is insane. after 10 minutes nasus would 2 shot entire wave in 4 seconds and after 15 minutes he would 3 shot anyone - from the distance

wither and spirit fire - synergy between those 2 would be out of this world, especially with 950 range. it would be impossible to mess up this combo because as you said, casting e would make enemy grounded. even if the range would be nerfed to the current one, the armor penetration scaling on w would make anyone beside tanks pretty much dead as soon as they would come close to nasus. this would make laning against him impossible around 10 minute mark and i don't even comment what would his mid game power spike be like

fury of the sands - extra 1000 hp and 11% magic damage per second at 600 stacks? yeah, enough said

you said you focused on better counterplay against nasus, what you did is completely removed any. his early would be insanely strong as against his counters he would just max e and destroy a whole wave with it, while still gaining all the stacks. but it doesn't even matter, as he would 1v5 easily after 20 minutes with such insane scaling

so yeah, you pretty much messed up

the only thing that nasus needs is a new mechanic on his w and perhaps a stat upgrade, something like:

wither: mana cost the same, cooldown the same decreases enemy movement speed/attack speed by 30/35/40/45/50% for 5 seconds. also, decreases armor and magic resist of enemy by half of this value and transfers it to nasus as bonus armor and magic resist

so you would actually make a decision as nasus, use your w on adc and cripple their attack speed (because you won't reach them anyways against competent players), or use it on enemy tanks and fight them, while stealing their tankiness by a singificant amount. this would also solve the problem of qss on ad carries being an ultimate nasus counter

at the same time, his e could scale with stacks, just to make ap nasus more viable, but not with 0.6 scaling as you said (:D), something more like 0.2/0.25

Carnarius5/5/2016, 1:16:24 PM2 votes

you're absolutely wrong, you have to balance the game around high elo, balancing around bronze would kill this game completely in both terms of competitiveness and fun, as there would be nothing to master - all champions would be too easy to play. btw, as nasus main i can clearly say that this would be the most broken champion in the history of lol, with season 2/3 kassadin not even coming close, so please let's just stop this discussion