Nasus Could Use Some Love.
Nasus is amazing. I love him. His skins are the greatest, his voice is probably my favorite in the game (sorry Nami), his quotes are actually quote-worthy and brilliant, his mechanics are very simple, and he's satisfying to play. There is no greater moment as Nasus than reaching midgame after a good round of farming top and immediately one-shotting the enemy's squishy jungler.
But, as much as I love him, I can't even delude myself into believing he is in any way strong. Except against a very select few champions, he is exceptionally weak early on. He needs to drag games out for at least a half-hour to even think about being useful. Even if he wins early game, against all odds and logic, the enemy jungler can just camp top and 2v1 him to death, stacks be damned.
His stacking mechanic, while core to his identity, is probably what forces this weakness upon Nasus. His early game damage HAS to be bad to make up for his supposedly-amazing late-game. Even late-game, though, Nasus just can't do anything once the ADC finished their fourth item,
THIS BASTARD THING.
I won't claim to be a Nasus pro or anything, but I do want to see Nasus become---Hell, I'll settle for playable at this point. Here's a list of proposed buffs I'd like to see (mostly exclusive to each other):
1: Soul Eater scaling buffed. Changed from 10%/15%/20% (1/7/13) to 15%/20%/25% (1/6/11). This would give him more sustain in lane early on to survive with. His sustain would also scale faster, allowing a better early-mid transition.
2: Wither and Spirit Fire mana costs reduced. Wither mana costs changed from 80 to 60/65/70/75/80. Spirit Fire mana costs changed from 70/85/90/115/130 to 70/80/90/100/110. Nasus simply doesn't have the mana pool in his current state for these abilities to have such ungodly mana costs. With -20 mana on rank 1 Wither, he would be able to save a lot of mana in early skirmishes.
3: Fury of the Sands resistances buffed, resistances over time removed. On-cast resistances changed from 15/35/55 to 30/65/100. Resistances over time changed from 1/2/3 per second to 0/0/0. Nasus' ult doesn't give enough immediate survivability, which kind of defeats its purpose. +15 Armor/MR isn't very impactful, even with Lethality being weaker than Ar. Pen early on. AP rune pages almost always have M. Pen Reds, which nearly remove Fury of the Sands' bonus MR outright. +30 Armor/MR at level 6 would be impactful, allowing Nasus to bulk up during an inevitable skirmish.
4: Siphoning Strike tooltip corrected for bonus attack range, bonus physical damage increased, and stacks for champion kills increased. Tooltip now reads "Nasus's next basic attack within 10 seconds deals increased physical damage and has +25 increased attack range." Bonus physical damage changed from 30/50/70/90/110 (+Stacks) to 40/65/90/115/140 (+Stacks). Champion kills with Siphoning Strike now grant 9 stacks, increased from the current 6. Siphoning Strike's tooltip is worded to sound like a hard-coded range, not a net increase that stacks with Fury of the Sands' increase. Its bonus damage isn't significant enough and could do with scaling quicker and harder, allowing Nasus to start his snowball easier. Increased stacks for champion kills would encourage Nasus to participate in teamfights more with the potential for 9 x 5 stacks on his Q.
5: Base health increased from 561-2091 (+90/level) to 600-2400. (+100/level) Somewhat of a QoL buff, a slight bump in base health would allow Nasus to trade a bit better and dish more punishment with Grasp of the Undying.
That's about all I got. Any buffs I missed? Maybe Nasus needs a mini-rework? What's your opinion?