@GhostCrawler: let's talk about Nasus

HateDaddy··4 votes·522 views

Hello old friend

You may remember me from such epic memes as: http://forums.na.leagueoflegends.com/board/showthread.php?t=4782232&page=1

Yep, that's right, you shot me. But I've made a full recovery since then and I've taken the time to prepare some discussion about some gameplay changes I'd like to see for Nasus. Whether these are net buffs or neutral changes, I'm not entirely sure but I think my proposal makes him a healthier champion for the game. Here's what I propose:

Wither: Current CD is 15/14/13/12/11, costing 80 mana at all levels. Casting range: 600

We all know the story, CDR is king on Nasus and you're basically hitting 40% CDR every game with him, meaning wither at max rank with 40% CDR is hitting a ridiculously low 6 second cooldown with 5 second uptime, giving it a 1 second downtime. Quite frankly, with just 3 points and 20% CDR, it's extremely hard to get away from Nasus.

Proposed change:

Wither: 14 second cooldown at all levels. Range: 700.

New feature: upon withering a target, Nasus gains a % of the movement speed stolen for 6 seconds and gains additional tenacity while a target is withered. The tenacity is lost upon the completion or cleansing of Wither but the bonus MS is not.

What do these changes hopefully accomplish

For starters, this should make his teamfight MUCH better. This gives him a stronger diving capacity that he currently does not have. His ability to decently soak damage is still in tact but most importantly, chain withering is dead. I truly believe this is the most frustrating part of Nasus, it's getting chain withered. With 40% CDR, this puts wither on a 9 second cooldown instead of a 6 second cooldown, killing chain withering but giving him better chasing power that leaves you feeling less like you're just getting perma slowed and ran over and more like an interactive fight since your AS and MS aren't perma slowed. This doesn't make him any less of a strong duelist minus a few AA oriented champions and his split push capacity is still in tact.

I've played Nasus for a long time and while I don't certainly think he's weak, there's a lot of frustrating elements about him, both playing as him and playing against him. I've expressed the perma wither issue but as Nasus, nothing is more frustrating than getting super farmed only to be removed from a fight by the touch of a few buttons or forced to damage soak. I'd like to see a bit stronger teamfighting from him to make him less of an AFK split pusher but still preserving that power and thus giving him versatlity in strategies so locking him in doesn't force him into an insta dive or damage soaking role.

4 Comments

M Schumacher1 votes

I agree lets nerf Ahri while we're at it!

SEKAI1 votes

You're doing it backwards, streamlining exists to remove the things games might have as unique features but frustrating to use or deal with, and not as an excuse to make everything a clone to each other and boring to play.

There is a reason to why Nasus almost never sees competitive scene, because his playstyle literally involves being very vulnerable early but if you can make it out with high stacks, tankiness and CDR by the mid game, you're given the right to solo the entire enemy team.

In short, he is high risk high reward, and there is nothing wrong with champs like that.

I don't think making everything work for the purposes of team fighting is the way to go.

Also Yi can counter Nasus quite hard, surprisingly.

HateDaddy1 votes

{quoted}

You're doing it backwards, streamlining exists to remove the things games might have as unique features but frustrating to use or deal with, and not as an excuse to make everything a clone to each other and boring to play.

There is a reason to why Nasus almost never sees competitive scene, because his playstyle literally involves being very vulnerable early but if you can make it out with high stacks, tankiness and CDR by the mid game, you're given the right to solo the entire enemy team.

In short, he is high risk high reward, and there is nothing wrong with champs like that.

I don't think making everything work for the purposes of team fighting is the way to go.

He's not played competitively because top laners get starved out early game and Nasus isn't a champion who performs well in this sort of play. If Nasus had the luxury of knowing lane swaps weren't so common, you'd see him a lot potentially because he has a lot of good match-ups in top lane currently. And he's at his best mid game, late game he's too easily kited/peeled. But this is echoing your thoughts more or less.

This isn't about making him some stereotypical clone identity. He's an infinite scaling champion, this alone makes his identity very unique as Veigar and Nasus (Thresh too but it's hardly noticeable) scale infinitely with farm into damage. The point and purpose of these changes are to take away some of his more frustrating gameplay patterns and in exchange, give him a much better teamfight which he has a very lackluster teamfight given his potential. This isn't designed as a buff or nerf, just a change to give him a better teamfight but not make it overbearing either. And let's not pretend a single target spell that perma CCs a target is unique, it's retarded and lame to face.

CreationFlaw1 votes

Wait what. I find him super powerful past level 5.

This match is against a mordekaiser and I ended up having 6k unspend gold because I was just farming.

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