Small changes that could make Nasus great
Right now, thanks to LW/BC nerfs Nasus is in a spot I actually like better than before. While definitely not on the strong side, 47.9% WR according to champion.gg, 49% according to league of graphs, 47.2% according to lolmasters [random results i got by typing Nasus winrate on google :p], Nasus is not getting melted as easily as before late game. He no longer badly falls off lategame, but isn't incredible either.
I suggest very small changes that would contribute at better installing Nasus at this role of lategame ticking time bomb (without making him overbearing ofc).
First off, I think the E armor shred should be reworked from flat to percentage. Nasus is a juggernaught and needs to deal with heavy frontlines, he's not supposed to be a diver.
I suggest 12/16/20/24/28% armor shred (i thought about 10/15/20/25/30 but looking at the figures it seemed a tiny bit too high lategame and too low early) Since it is currently 20/25/30/35/40 flat armor shred, it gets better than old scaling against ennemies with 167/156/150/146/143 armor. It actually makes him weaker against carries (against which he was damage-wise surprinsingly good, but since he was so hard kited it didn't make sense), but gives him a good tool to deal with other juggernaughts and tanks, that he is actually facing in teamfights.
Then, well, long gone the time where Nasus had a 35 to 95% attack speed slow and was THE anti-carry by definition. I don't want to go back to those extreme values. But I believe a very small buff to his attack speed slow would help out his identity and maybe make opponents more aware of the interest of buying
/using
, or watch their positioning more carefully (especially knowing Nasus wither range is lower than it used to be (600 range, used to be 700 range or 800 if ulted) so it does give more agency, especially to some adc's that have a higher autoattack range than Nasus wither range. It defines Nasus more clearly as a carry crippler.
The current values of Nasus slow are 17.5% to 23.5/29.5/35.5/41.5/47.5% (average of 20.5/23.5/26.5/29.5/32.5 %) I suggest 20% to 30/37.5/45/52.5/60% (average of 25/28.75/32.5/36.25/40 %)
It is very far from the old values ! (max slow going to 95% for an average of 65% at max rank)
WHAT IS THE PURPOSE? First, Nasus E changes make him slightly weaker earlygame and therefore enhance the emphasis on player skill to deny Nasus while they can, and Nasus own skill to manage surviving and controlling minion waves to scale. But most of all, they target Nasus utility. By having an E shred that works better on tanky champions (without being overbearing, the values are comparable to black cleaver and can always be adjusted if it was to be too good) and a slightly more crippling attack speed slow, Nasus utility is more powerful and gives a more interesting play pattern than : "splitpush all game, hope team can waveclear and doesn't die too much". It is directed towards making Nasus more enclined to go teamfighting and be more interactive, while keeping his core weaknesses (bad early game, and prone to kiting).
On the topic of viability, I actually think it is also a progress. Right now, Nasus is better in low elo, because he's not kited properly by organized people. But the changes weaken his ability to crush carries with a flat armor shred E, so he won't be dominating. In higher elo, he will probably still be weak. But higher utility will make him more viable later into the game, and become an actual late game powerhouse, instead of a weird midgame pocket pick that sort of falls off despite infinite scaling. Overall, these changes will also target Nasus as being less of a "too dominant in low elo if decent in high elo, therefore must be kept weak". I clearly don't believe his winrate will skyrocket from these changes, but I believe Nasus will be more healthy and more satisfying to play.
http://img07.deviantart.net/c8c7/i/2010/112/d/5/nasus_by_wolfbeil.jpg
Thanks for reading, and happy to hear opinions.
vs.
goes, ill just write it off as preference of different playstiles.
item
and get 45% cdr as soon as possible.
) without going oom and most of them have received updated %hp damage kits anyway. So, why pick Nasus who has a shitty early game and then a mediocre late and not take Fiora instead, who has a more than decent early and a disgusting late that allows her to towerdive everything?
) and there are champs that teamfight better than him (
). In other words, he needs minor tweaks that will seperate him from the bunch and reward him for his niche, which is stacking damage on his Q. Right now, his Q feels useless the more a gme drags, unlike Fiora's vitals, for instance, that pop tanks off like they're nothing.
while he has none. E change would basically make him his own BC.
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However, I think changes like lifesteal ignoring a portion or a totality of armor would generate more frustration than solve problems. It loads a lot of power budget into lifestealing, which is sort of a worthless stat in teamfights if you're focused down. It does help fighting tanks because at least if you're not doing too much damage to them, you're lifestealing decently off them. But I fear the matchups vs tanks would be a bit too unhealthy for the tanks facing Nasus because Nasus would just lifesteal through their damage completely, while armor is a stat that is supposed to reduce lifestealing. And creating a pattern where you literally can't do anything someone because their kit counters you, not even an ounce of damage, is dangerous.
or something similar)
.