Is it just me, or does Nasus seem overtuned?

Oleandervine··4 votes·2,696 views

I feel like Nasus either completely and utterly steam rolls, or he's CC'd and kited into oblivion. It's kind of how Tryndamere is, and it's usually indicative of a poorly designed kit with numbers thrown at it to make it relevant on a scary level when he manages to become relevant.

Can Riot take a look at maybe updating his kit to be less of this? I feel like the whole doubling stacks buff felt a lot like the pre-rework Nunu's Blood Boil and passive buffs that were meant to bloat him with excessive stats as a sloppy brushing-under-the-rug for having a bad kit.

8 Comments

Rathar Dashing2 votes

They should tune down his slow, then give him some sort of tenacity/cleanse in his hit to allow him to stick to targets without making them permaslowed.

Doge20201 votes

Sure he can be overtuned. But in my opinion his weaknesses far outweigh his strengths. Having no gapcloser is really frustrating when the enemy can easily CC yo hand kite you to hell and back. Having no damage in the early game, when going Q max, makes it extremely easy for champs like renekton/Quinn/darius to walk all over you in lane and easily snowball their lane and the other lanes.

Sure his W is very annoying to deal with, but it is only single target, has a fairly long CD considering that it is his only way of catching a running enemy, and it can easily be negated/removed by QSS, cleanse, tenacity slow resistance or any ability that dashes or can cure slows (garen Q and flash are some examples)

I agree that there are parts that are slightly powerful, but there are also many more parts that heavily cripple nasus if people learn how to take advantage of them. IMO I think reverting the stacks buff, but Riot should also buff/rework another part of his kit like E, or his resistances/base stats or his W to make nasus way more healthy and improve the quality of the game.

Oleandervine2 votes

{quoted}

Sure he can be overtuned. But in my opinion his weaknesses far outweigh his strengths. Having no gapcloser is really frustrating when the enemy can easily CC yo hand kite you to hell and back. Having no damage in the early game, when going Q max, makes it extremely easy for champs like renekton/Quinn/darius to walk all over you in lane and easily snowball their lane and the other lanes.

Sure his W is very annoying to deal with, but it is only single target, has a fairly long CD considering that it is his only way of catching a running enemy, and it can easily be negated/removed by QSS, cleanse, tenacity slow resistance or any ability that dashes or can cure slows (garen Q and flash are some examples)

I agree that there are parts that are slightly powerful, but there are also many more parts that heavily cripple nasus if people learn how to take advantage of them. IMO I think reverting the stacks buff, but Riot should also buff/rework another part of his kit like E, or his resistances/base stats or his W to make nasus way more healthy and improve the quality of the game.

Yeah, but the point I'm making is that his kit is poorly designed if he's got this massive number of weaknesses, yet can become such an unstoppable tank who can solo turrets in seconds while building no damage. I get that people can counter him, but I don't think that excuses the fundamental flaws with his kit that merit him having such overtuned aspects to begin with.

Jamaree1 votes

{quoted} yet can become such an unstoppable tank who can solo turrets in seconds while building no damage.

So can Sion and Yorick tbf.

Oleandervine2 votes

{quoted}

So can Sion and Yorick tbf.

Yorick generally has to build some damage, and Sion does too. Plus, neither of them can shred you with the speed that Nasus can.

Jamaree1 votes

{quoted}

Yorick generally has to build some damage, and Sion does too. Plus, neither of them can shred you with the speed that Nasus can.

You haven't played against Yorick if you think he can't shred you.

Doge20201 votes

Sadly that is what it is with most ADC’s and scaling champs. The enemy team has to race them to get a big lead before the scaling champs can come online and kill everybody. This is true with the reworked Kayle and I think Riot did a very good job with it. They made it very obvious where her strengths are and where her weaknesses are, they made her early game extremely weak to make her late game really rewarding if she reaches it.

I agree that I don’t really like how most ADC’s and other champs have this design where they are just a ticking bomb and you have to win before the bomb goes off or you lose the entire game.

In terms of actual stats/number balancing I agree that nasus isn’t that much of an issue. it’s just his kit design that has this problem of being way too feast or famine.

PopcornBunni1 votes

It's a condition of Juggernauts as a whole. Darius Illaoi Garen DrMundo Chogath Volibear Mordekaiser Singed Trundle Udyr Urgot Yorick Olaf

All of them bar Mordekaiser have two thing in common: Stickiness, and lack of hard engage. The best they get is a burst of movement speed, but, again other than Mordekaiser, once they are on top of someone they stick to them while boasting the highest combination of damage and tankiness in the game.

Notice I included Olaf and did not include Shyvana because, despite riot categorizing them as vice versa, Shyvana has more traits of divers (burst+sustained damage and heavy engage without any form of disengage) while Olaf has those of Juggernauts (stickiness, "running a target down," almost entirely sustained tankiness and damage).

Put in other ways, Juggarnauts can be compared to the other figher class, divers, as well as to the two tank classes of Wardens and Vanguards.

Divers offer: Engage, middling damage, middling tankiness, middling cc Vanguards offer: Engage, high tankiness, high cc Juggernauts offer: Preventing disengage, high damage, high tankiness, weak cc Wardens offer: Preventing engage, middling damage, high tankiness, middling cc

That preventing disengages is what I referred to earlier as "stickiness;" once a juggernaut is in a fight it's hard to get away from them, the tricky part for them is getting into the fight in the first place.

This dichotomy is a bit more comprehensive than just "crowd control" "ally buffs" and "damage" because two classes that offer damage can do so in drastically different ways

FWI I'll also dissect Assassins for contrast Assassins offer: Engage, disengage, high damage, weak cc

This is why Rengar is classified as a Diver, because no matter how fast he kills someone, he still doesn't have a way to disengage after jumping in and taking someone out. Same with Nidalee's tiger form having such a powerful kill potential.

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