Rework Nasus
Currently
is way over the top problematic, you either camp him to death and hope he doesn't get +600 stacks min 20, or you loose, on top of that he is tanky AF if played properly. He has one of the highest win rates in the game also. All of this is problematic, but the other problem is that his kit and gameplay are boring, and are oriented to AFK farming through the game, and encourage this instead of being more Team Fight oriented. Also, he is suposed to be this genius and master strategist and yet his gameplay is braindead boring, predictable and totally linear.
The proposed changes are here to adjust his kit to this grand strategist and genius identity he is supposed to have.
Passive: He gains a passive bonus depending on which of his abilities has more level or which one has more stacks (the more level it has the bigger the priority). When an ability is maxed or when Nasus gets to level 10 the passive bonus is permanently **locked **and doubled. **After an ability is locked you can only earn basic stacks from the other abilities, and you can only earn big kills and champion kills from the locked one. Champion takedowns regardless of the ability or means used always grants a stack for the highest level or more stacked ability. **
Q: same, but he gets +3 stacks per minion, +9 stacks per big kill, +18 stacks per champ kill. Nasus gets 7/8/9/10/11% life steal as long as this ability has more stacks than the others or more level. 22% when Maxed.
The Q playstyle is the same as before, but now he gets less stacks for big minions and monsters, and is highly encouraged to go out into teamfights or ganks.
W: now wither deals 20/40/60/80/100 + 6/7/8/9/10% of the target max life as true damage over 5 seconds, triple damage against minions and monsters, with a max cap of 100 life per second for the max life damage against monsters. the Slow is almost the same, just a bit less. The ability resets it's CD and returns half of the manacost when it kills a minion. +5 stacks per minion, +12 stacks per big kill, +24 stacks per champ kill. At max level it deals 20 + 2% of the target damage per second. Each stack of 5 grants 1 dps. Passive: Nasus gains 2-10% movement speed, 5-25% Attack speed and causes his attacks to deal a 1-2% of the target max life as true damage on-hit. Bonuses doubled when maxed.
A more dueslist-like playstyle, meant to farm a high manacost W and to max it, being both good against tanks and AD duelist alike. You loose sustain by going into this build but you become an engage and DPS monster. In this mode you should build attack speed, tank items and a bit of AD if needed.
E: less base damage, still the same but with a bit less armor penetration, now also reduces magic resist. he gets 3 stacks per minion, +9 stacks per big kill, +18 stacks per champion kill. 66% of the stack damage goes to the DPS of the Spirit Fire, and only 33% of it goes for the inmediate damage. Which means only 1 direct damage per minion and 0.40 damage per second per minion for the spirit fire. Passive: Causes Nasus to be able to use spirit fire on himself, so as long as it touches him he will heal by 10/20/30/40/50% of it's damage and to take 5-10% less damage while inside of it. Bonuses doubled when maxed.
The typical AP Nasus with a flip to it, now it is viable to enter into meltdown mode as you can scale while tanking and still build AP. You are also more durable and can take more punishment before dying out.
R: The same but now it doesn't reduce Q cooldown by 50%, instead it reduces the base cooldown of all of your basic abilities by 20/30/40%.
To make it clear, Nasus abilities would scale poorly with AP or AD after this rework.