nasus rework suggestions
Nasus is a juggernaut that is supposed to be a scaling champion for the late game but a-lot of things has changed ever since the runes reforged making him a-bit different from before so i am here to explain what happened
Nasus is by far the weakest melee champ before level 6 even worse than even Irelia and due to his stacking nature he cant trade with his Q because he needs to farm with it making him so the weakest melee champ at trading and having lane control but before in the old rune system you could go for a-lot of armor or magic resist instead to survive the laning phase al-ot better but ever since the runes reforged came he lost that choice and the only way he can lane is with the resolve tree but even with that certain matchups are just impossible no matter how good you are like nasus vs teemo. there are few ways you could play around hard matchups before like using E max with 2 dorans ring but E lost the early pressure because it lost the flat armor pen and dorans ring got nerfed too making it usless now. so im going to explain each ability of nasus and what i feel about them
Passive-Soul Eater
As a long time nasus player i feel this passive needs to change because lifesteal is more of an adc type of stats and change it into heal by damage dealt so that his E can also benefit from it and the most important part is that i feel this should be a scaling passive weaker early and stronger at late because for certain matchups when nasus makes a mistake and loses health and waits for the minion to push under his tower he can just last hit or use Q to heal back up which makes it so frustrating for the enemy to actually take down nasus especially for melee matchups like tanks and i think this is the main reason why low elo players finds it impossible to win nasus because to beat nasus you need to constantly punish him for his mistakes and at low elo you cant expect everyone to have full knowledge of the game like a challenger so this change might help him overall in all elos.
Q-Siphoning Strike
His Q scales infinite but there is a misconception about his Q that alot of people are not aware of is that even tho his Q can scale infinitely but he has to constantly stack his Q to scale and his Q is the only thing that scales, there are certain things that makes nasus stop his scaling like 1vs1, teamfights or splitpushing how? its simple because nasus unlike other carry toplaners doesnt 100% scale with gold like riven,fiora or jax etc because when you 1vs1 you stop stacking and delay your stacking makings his scaling graph suddenly dead, same goes for teamfight and the worse part is splitpushing because nasus excels at splitpushing but at the same time it also punishes his Q scaling because he has to hard push with his E making him lose ton of stacks and thus making him scaling stop. On top of that nasus could take letality reds before from the old runes and some letality in the old mastery tree too and his E used to give 20 flat armor pen at level 1 making his Q very effective to the point where if you have 350 Q stacks with those letality and flat pen from his E he does the same damage as a 500 Q stack right now so losing those choices made him very weak compared to before because you guys at patch 7.15 changed his E from flat pen to %pen because you guys say that he needs it to deal more damage against tanks but the reality is that when nasus lanes against a tank it is sort a free lane for nasus because they dont do damage and he can Q farm and outsustain their damage thus making those matchup easy and he would have alot of stacks compared to other matchups, but the matchups he struggles the most are ranged matchups and skirmishers like jax, fiora, riven, camile, tryndamere, old aatrox, master yi etc because nasus has a weak early and has weak defensive stats so then they can harass him so much especially with the new conquerer keystone at long trades. but before he can deal with these matchups with those red letality and the flat armor pen from the E but when you changed his E to % armor pen basically it made nasus even stronger as a counter to certain champion like maokai and other tanks and made it even hard to win hard matchups against carry top thus making nasus a very 1 sided pick. my advice is that his Q cooldown reduction should scale based on his stacks not with cdr items like yasuo's Q stack with attack speed instead, for example nasus Q based cooldown is now 5 seconds at level 1 and if he gets 150 stacks the Q cdr becomes 4 seconds so each additional 150 stack reduces his Q cdr by 1 second until the Q reaches at a 1 second cdr cooldown at 750 stacks and this important part which i really think is necessary is that his Q can be reset after killing a unit but the stacks will follow the base cdr meaning if my Q stacking is 5 seconds and i killed 1 minion with my Q so i get 3 stacks but if my Q resets and i can kill other minions i wont get any stacks until 5 seconds is gone thus allowing nasus to have small trades and have some form of wave clear like irelia's which i think would help this champion alot.
W-Wither
This skill is great but in my experience i feel the halving the attack speed reduction part seems too one dimentional what i meant is that in certain matchups its very very useless like against tanks that dont use autoattacks or certain champions that can autoattack reset making it not that great and sometimes too strong and good against champs that purely relies on autoattacks likes tryndamere and jax thus making those players against nasus so frustrating to deal with on top of the slow already. so in my opinion this skill should slow people and reduce their armor by % instead of the E. E-Spirit Fire
This skills seems very odd because its great for wave clear but only if you max it and nowadays with the flat armor pen gone and the nerfs of dorans ring its never a good idea to go E max anymore on nasus, so we nasus players always max Q and since E is only good at wave clearing only if maxed so its almost pointless to have such and skill if we change the Q the way i have written above we wont need to wave clear from the E anymore so instead change this skill to it doesn't do damage anymore and whoever is in the circle and if they get damage they get additional maximum health damage depending on how much health they have the longer they stay inside the more bonus damage you deal,because ever since red letality are gone and the flat pen from E is gone health stacking became such a huge problem or obstacle for nasus to deal with and most bruiser all stack health and tanks like chogath always has so much making it impossible to beat or kill. this is what he really needs for a long time because nasus cant build blade of the ruined king as a juggernaut too risky and it makes him too squishy.
R-Fury of the Sands
This skill in my opinion has too much stats given to it and the wrong ones too. because you see sure this skill makes him very strong for dueling but the thing i really hate about this new R is that it reduces your cdr of your Q by halve and i find it very very unhealthy for laners who are laning against him once he becomes 6 because you guys at patch 7.15 said that you buffed his R so he can have a better late game but in reality you actually buffed his mid game so much because lets say if my Q is 6 second cdr and i use R it will reduce 3 extra second and that is too much and auto losing a duel just because a nasus reached level 6 and the only option is to run away is very unhealthy for laning interaction for both nasus and the enemy nasus is supposed to be a late game champion not a mid game champion so i feel his R should no longer give that bonus Q cdr and his R also shouldn't do burn damage anymore but instead it should have some form of movement speed and why you might ask? because ever since storm raiders surge the core mastery on nasus is gone it made him lost so much engage and kill pressure because even if have have all these strong stats and tankiness the enemy can just cc you or dash away thus making your engage or kill pressure 0 and then wasting you R and then making you completely useless let me elaborate on that as you are aware or you should know that at season 7 KHAN from LZ gaming but now named KZ has picked nasus once in a competitive match as a counter pick to maokai, its not simply just because nasus was a just a counter pick but 50% of the reason why he picked nasus, won, carried that game and destroyed that maokai is because of storm raiders surge. because if he wants to engage on maokai and he uses Q and maokai tries to Q away nasus with his knockback and his slow nasus Q range is good enough and he can buffer his Q so the moment he Qs while maokai Qs him away normally you would get knocked backed and slowed but because nasus already used Q and proced storm raiders surge so even after the knockback the slow doesn't work because of the slow resist from storm raiders surge and plus the extra movement speed he can catch back up and Q again until he is dead. ever since you removed it, it made nasus get kited so easily and all you need to stop a nasus engage is just a slow that is considered a soft cc which is sad. You might say but why dont you take phase rush then its simple,because if i take phase rush vs grasp of the undying, summon aery or conquerer ill have 0 kill pressure and get instantly out of lane or even worse killed because the numbers on those runes are 2x higher than the previous ones thus making it even more important to stack armor or magic resist which we cant anymore and thus making it an auto lost if you ever pick phase rush as nasus in a lane now. this is the reason why his R should have some form of movement speed buff like for example (15%-level 6) (25%-level 11) (35%-level 16) etc but can be slowed unlike masters yi's one
because no matter how much Q stack nasus has he can get kited so his late game isnt really a late game if his weakness is this big such as kiting there were games where i had 900 stacks and still lost because i couldn't reach the target before getting killed. in conclusion the majority of juggernauts have a very strong laning phase and mid game and if my above changes are ever implemented then nasus will scale to the late game much better thus to compensate his weak early game as a juggernaut he needs to have a great late game and movement speed addition on to his R would help out alot.
and everything i have mentioned and all the changes are themed with the concept of TIME because nasus is very old in his lore if you notice so i think these changes will not only improve his overall gameplay but it also suits his theme so much about time :3