Dear Meddler and Riot balance team, here is a suggestion buff for Nasus
So I've been pretty vocal recently that the last few patches, minus 5.17 because I'm going to exclude the patch where he was bugged, have been pretty rough for him.
Straight to the point, here are the issues with Nasus at the moment:
•He's high risk/low reward, even managing to get farm on him feels completely underwhelming because he's too easy to kite/peel in teamfights and his split pushing is a cheesey and unsatisfying strength to have for both Nasus players and his opponents
•He's outperformed by basically every other bruiser currently. They do what he does but better and more consistently and they're all able to apply their damage in meaningful ways where Nasus isn't.
•Meddler has already acknowledged that TP changes are being discussed and a CD nerf is likely, this is another big you to Nasus the same way the last 3 patches have been, neigh, the last three years have been. Nasus hasn't ever been compensated for all of these nerfs he's sustained directly and indirectly.
These are the issues with Nasus, it's not about winning/losing, it's about consistency and feeling like he has this infamous buzzword that riot throws around, a "late game fantasy." At best, he gets farmed and cheeses your team by backdooring. As a Nasus player, I can tell you a few things:
A) This isn't consistent, it's comp dependent and it requires quite a bit of farm to be a threat that can't be ignored by simply engaging on Nasus' team 5v4. You have to be so farmed that you're basically two shotting towers.
B) this is unsatisfying for a "late game fantasy" and when it's the only thing Nasus excels in, it feels extremely frustrating to play against. The irony is that he isn't even the best split pusher, he's just likely one of the most polarizing one.
So what are my goals with changes I'm going to suggest? For starters, you can never eliminate Nasus from being a split pusher, even if you removed his Qs damage applying on structures. He is the best melee vs melee duelist once he gets items and farm, no melee will outduel him and very few ranged champions can duel him in 1v1s. This alone is enormous split push pressure since you can't simply send one champion up to defend him. My goal is to encourage him to be more of a team fighter or at least feel like he has a meaningful impact in teamfights, which most Nasus players will tell you, he doesn't and this is why his risk/reward doesn't feel like a proper pay off if you get farm on him. If it turns out later on that this change would make him an incredible teamfighter, I am all for removing his bonus Q damage applying to structures. I'm not for that now because its all he has.
What I want changed is simple, at rank 5 of Nasus' Q, he gains a new effect on it. Like darius, his Q returns a missing % of his HP against champions only. Yes I know, this seems like a bit much when you consider his Lifesteal applying on Q but let me explain why that's overrated and quite frankly, once teamfight phase hits, isn't reliable.
For starters, Nasus can't do much but beat up on front lines in fights. His biggest issue is he depends on items to be durable, items that get countered by the plethora of armor and mr pen, flat and percentage alike. Past items, he doesn't really have any way to keep his Hp up because he's not naturally tanky and the 600 HP on his ult doesn't really do much late game. Furthermore, since he only really can fight on the front line, he can't really drain tank with his passive since armor (which any bruiser/tank will have) greatly reduces the power of Lifesteal tanking. This is his big issue, he front lines decently but it falls off hard once carries get penetration items and he has no way to further amplify his durability past this point. And this is where he feels so underwhelming despite supposedly being this late game carry, when he's not. It's why he's mid game oriented, but his mid game is harder to come by these days with top lane being a lane he can get bullied out in now with fighters being good. I don't want fighters nerfed into the ground, I want Nasus brought to that level but in a way that isn't making him more overbearing during lane phase.
This is why I suggest adding this mechanic to his max rank Q, by this point Nasus will either have won or lost his lane so it doesn't change much. And while you could say it makes his Lifesteal tanking vs low armor targets better and that's true, let's be real, if Nasus can get in range of a squishy, they're dead. The drain tank/life stealing won't even be a factor.
This change hopefully gives Nasus a real drain tank feel in fights and makes his durability more gameplay oriented and less like a wall of stats you can't hurdle over, which I admit is lame. Understand as well, if this change were implemented and Nasus was allowed to keep this mechanic to make him more of a teamfight threat, I would be all for making his Qs bonus damage not apply to structures.
Bromacia
or any other fucking support in the game.