Nasus Suggestion for slight spirit fire adjustment

beat me off··2 votes·585 views

I feel Nasus is decently balanced considering how hard it must be to balance how he scales. He does just bad enough early game to not snowball all the time or make too many champions bad against him and he hits like a truck and is tanky during the mid to mid end-game if things go well for him. He’s a bit of a lottery, either you get one of the most powerful midgame champs or a fairly weak tank/half-tank that can’t do much. I feel this is how he should be, but his endgame has suffered for quite awhile. If he’s been able to get 500+ stacks I think the other team should be running from him but often he drops off because while he gets a ton of damage so does everyone else currently at 35+ minutes so what I’m proposing is something intended to buff his endgame without needlessly improving on his 1v1 ability and to improve his team fight worth more endgame. Spirit fire is fine early and mid game but end game it’s just a joke, the enemy team will often just ignore its near useless damage while it drains Nasus’s mana pool. It’s really only good for the armor reduction and the potential to nab a kill from someone who just barely escaped with their life. After a lot of thought I think I came up with a good idea that seems to work both in the potential to balance the move and fit with his character in a way that isn’t clunky or out of character. Add this passive or a slight variation: Spirit fire gain’s 10% increased base damage and loses 5% ap ratio for every 100 stacks Nasus has. The ap reduction reduces the likelihood that Nasus would just switch full AP end game in order to poke because he would sacrifice a lot of survivability for very little damage. The 10% would be nearly insignificant early and could build to significance at the end for (assuming maxed spirit fire) 100% at <100 stacks 215 burst damage 43 damage each second 60% ap ratio 12% dot ap ratio 110% at 100 stacks 236 burst damage 47 damage each second 57% ap ratio 11.4% dot ap ratio 121% at 200 stacks 260 burst damage 52 damage each second 54% ap ratio 10.83% dot ap ratio 133% at 300 stacks 286 burst damage 57 damage each second 51% ap ratio 10.28% dot ap ratio 146% at 400 stacks 314 burst damage 62 damage each second 48% ap ratio 9.77% dot ap ratio 161% at 500 stacks 346 burst damage 69 damage each second 46% ap ratio 9.28% dot ap ratio 177% at 600 stacks 380 burst damage 76 damage each second 44% ap ratio 8.82% dot ap ratio 194% at 700 stacks 419 burst damage 83 damage each second 41% ap ratio 8.38% dot ap ratio Considering his passive is “Soul eater” and his weapon’s name is “Soul Staff” that gets stronger with more stacks from kills and his ‘q’ ability using Soul Staff is called Siphoning Strike drawing to mind stealing power from kills or enhancing the staff with more spirits, then it makes sense that Spirit Fire which is made by spinning his Soul Staff would improve with more spirits farmed. The reason I didn’t increase the loss of ap ratio was because I didn’t want this to become a nerf to AP Nasus whoever likes to play him or for ARAM, either way, I hope riot takes this suggestion and tweaks it however necessary to then help Nasus be the true end game monster he is supposed to be.

5 Comments

Ravenous Howls1 votes

You may need to increase it's mana costs in order to compensate for the insanely high damage he could get just to satisfy the large amount of fools who think Nasus is OP. Honestly I would like them to make spirit fire to do % armor pen, make Wither a Skill shot that can apply half the duration and slow to other champions they touch and then give him some tenacity on his Q for certain stack thresh holds and some form of health stacking on his ult. Something that he does % damage based on his own health. Hell for all this I would gladly take a small nerf on his stacking mechanic where it gives less after 400 stacks. 2 for small minions and 4 for Cannon Minions. Leave as is for Champs and Jungle monsters to give him some viability in the jungle.

beat me off1 votes

That wither adjustment sounds like a wonderful concept though % armor would make his takedown of squishies a little harder since it's not as effective against low armor units and being a tank that then naturally lowers the armor of tanks by a % might make it a little too powerful when he's on a poke based team or just for the team taking on the opposing tank in general. Either way sounds like almost a complete remake or potential to become a remake for balancing the adjustments. A remake sounds cool but i'm not sure how it'd go considering i really love where he is atm just think he's a little underpowered.

Ignoring the idea of a remake I do think the cost is fine as it is considering no matter the stage of the game or any competitive build its going to drain his mana hard. I'd rather the damage % per 100 stacks i suggested were decreased to like 5% or 7.5% instead of a mana cost that would then cripple his ability to build non-mana items if he plans to use spirit fire often. Either way it could be a small change that could make his abilities seem more in tune with each other for late game scaling.

Ravenous Howls1 votes

The idea is to take power away from what many people feel is his most oppressive ability, Wither and then add some power else where. By changing it to a skill shot that can infect other champs it opens up his team fight presence more and gives people the ability to counter by dodging. The idea I submitted was that it was only 75% power of it's current form if it passed through a minion and the same live value now, if he landed it directly on the enemy champion but those touched by it would receive half of the same slow and duration.

By adding %pen on spirit fire it opens up his late game fantasy more and makes him less oppressive early for squishy characters. So in theory this makes his early game less "OP" which is one of the most asinine beliefs within the community.

By doing this they can budget better health stacking gains on his ult. by giving him extra damage based on his health pool and adding some tenacity that scales with his stacks. This will let him shrug off the excessive amounts of CC and actually reach his target and have relevant damage like the other juggernauts from building health or juggernaut items.

He also needs some small increases on his base stats. They are the woefully low compared to many other top lane picks and juggernauts. More health and HP/lvl and probably better starting armor and MR. There are far too many champions that can out right deny him right now for how atrocious his early and late game is he really does deserve to be a bit beefier.

By and large he would be the same character he is now but with very slight yet meaningful shifts of where his power is budgeted.

Paroe1 votes

Why... would you not just increase the armor reduction and add an MR reduction? +1armor reduction per 10 stacks. +1MR reduction per 20 stacks.

theres no reason at all to slowly shift ratios around unless youre making that a theme OF his kit, where his Q gets more AP scaling the more AP he has.

beat me off1 votes

Lets consider the change of if he got 1 armor reduction per 10 stacks If Nasus reaches 400 stacks he’ll get an additional 40 Armor reduction but the damage is the base damage 215 burst 43 per second after. This kind of scaling I think would be too erratic in team situations. The ability for mobility to negate spirit fire was recognized by riot in the idea that half the damage from spirit fire is front load they recognized that it’s slow damage was just not enough and it wasn’t being effective. The armor pen would leave only one of the shortest windows against most situations unless someone was locked down in it in (likely would mean a kill anyways) which with a team of mostly AD would probably melt anyone excessively fast not to mention a giant amount of Armor penetration would make nasus deal near true damage levels to squishy characters and it’d be hard to balance such an armor reduction and in 1v1 situations it would make nasus’s ‘q’ and lifesteal sustain unbearable and nearly unbeatable against any and all other bruisers. He’s supposed to be the strongest against bruisers but he doesn’t need to be even stronger on his ability to sustain himself against them by negating the armor they buy to counter him. I feel in a team situation his spirit fire would be even more difficult to place because now you’d want to make sure your team mates can lock them down in the aoe instead of just using it to zone and poke/ finish opponents. With this version spirit fire would be very unreliable in teamfights and in the right situations overpowered, for example, if galio ults and traps an enemy team in this spirit fire and Miss fortune ults them with that massive armor pen then I’ve got a feeling that’s going to go far too much in favor of that spirit fire. On the other hand spirit fire will have very little affect with wave clear when going to help your team instead of farm and you won’t be able to make the enemy team think twice about chasing a kill if you cast down spirit fire since whats the point in even it causing them to take true damage if your teammates are on the run and out of poke? Lack of straight damage makes it less versatile compared to penetration scaling.

theres no reason at all to slowly shift ratios around unless youre making that a theme OF his kit, where his Q gets more AP scaling the more AP he has.

I didn't think shifting the ratios was any kind of theme change of his kit, more just maybe a necessity for making sure AP Nasus doesn't poke excessively hard. Then again i've never been much of a fan of AP Nasus so I'm a bit biased with any changes or adjustments in that direction or any theme changes to make him more of an AP character. In the case of then changing his 'q' to then stack up even more damage from stacks and ability power would seem to be an unnecessary buff to AP Nasus if i interpreted that correctly.

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