If I'm correct and remember right, Nasus hasn't been buffed or nerfed in a year, and only to the slow. But the fact is that an an unlimited stacking and non-reducing stack mechanic is broken. Even with Cassandra's old stacking mechanic had limitations. As well, Tresh's stacking mechanic was nerfed due to him getting tanky without needing to build any armor. And the fact that Nasus's is based on farming, something he can easily do mid game even if he was shut down early, it is a problem.
So let's break the ability down and attack it from the perspective of a developer.
- Melee Range
- 20 Mana cost (flat)
- 4 second CD (at max) 2.4 with max CDR
- 100% AD
- 110 bonus damage (max)
- +1 damage per stack
- 3 stacks per minion on death
- 6 stacks per champ, or large minion or monster
- AA reset
The first things that pops out is that this ability allows an extra attack with bonus damage every 2.4 seconds for a negligible amount of mana, despite the stacks.
3 stacks per minion, 6 minions per wave offers an extra possible 18 damage every 30 seconds, over a 20 minute game is an additional 720 damage... Uhh, hehe, what?! Now typically no one is going to get every minion, but the fact that unopposed and with a fair amount of skill a player could get 720 stacks in 20 minutes (22 technically, but stay with me) is a huge red flag.
Usually built with trinity force which triples the basic attack damage, making the auto damage as Q is queued 357 plus 75 from trinity is, for 432 damage at max level. Added to a common 250 stacks and 110 bonus damage is 792 damage per strike. 158 of which will be healed by the passive
With the average ADC having less than 2k hp at max level, this is indeed 1/3 of their hp. So you are not wrong that a typical Nasus should be killing an ADC in 3 Q's.
Having a base HP of 2091 HP with a typical build having around 1550 additional HP puts Nasus's displayed HP at 3641 HP. With 84 base armor and 130 typical armor in the build, making 214 armor, makes Nasus's effective HP 11,432 HP. Having an ADC doing 500 damage per auto, this would effectively mean that Nasus can take 23 auto's before he dies, which is about 12.5 seconds of undeterred attacked. But with the healing, Nasus would effectively get another 1000 effective hp back from 3 Q that can happen in 7.2 seconds. Killing the carry before the carry can kill him. But this isn't a pokemon game either, where they just stand there slapping each other.
This is where the topic of synergy comes in, google it if you don't know it. With W no enemy can escape Nasus for the next 5 seconds. Making any non-armored target only have 2.2 seconds, from melee range, to escape or they will die.
As well as the synergy of the 40 armor reduction from the E
With the synergy of Nasus's Ult, he gains an additional 600 displayed HP, or with the build an additional 1884 effective hp. As well, he can get up too an additional 300 bonus AD. This making his Q deal 1092 damage, and so explains your mages and carries getting 2 shot.
So over all, the Q by it's self is not overpowered. In fact, on a carry type champion it would be a great mechanic. The problem comes from the synergy of his abilities and the fact that they are not hard to chain together, no skill shots. As a duelist with W, he cant be beat, and with his ult and E, he effectively shreds teams while taking very little damage. So, yes. I would say he is over powered, and based on his kit there is little to do to stop him especially if the game runs long.
This is my idea for nerfing him so he can still feel effective and be a very good split laner while at the same time not needing that entire team to kill him and him still taking 2 of you with. REMEMBER, THIS IS MY OPINION! I would love to actually test these changes to see if I'm right or wrong, but since I can't this is what looks good to me.
- First, I would say have the bonus damage of Q's stack be related to AD, so that he would have to build some damage to maintain the 1092 while in ult. As well, this damage cannot be applied to towers. Have you seen a Nasus kill a tower? Its stupid, as he can almost 3 shot towers too.
- Second, make the W a skill shot. Nasus is inescapable with his W as a point and click and this causes most of the problems as anyone he runs into 1v1 is effectively dead at the moment.
- Third, half his armor reduction by half or make it a percentage. At 40 armor reduction it is effectively 2 youmuu's of armor penetration on an ability. This is ridiculous, even if it's meant for shredding tanks.
- Fourth, reduce the bonus AD from the ult to 100. In a team fight it is easy for Nasus to gain the bonus AD from his ult, especially if he meanders by the tanks as he starts is as it does. For a Champ that builds tanky giving him almost 4 Blood Thirster's bonus AD from his ult is impressively over powered for the rest of his kit.
Hope my feed back is helpful!