I don't feel like these Nasus buffs are really going to solve his key issues.
There have been some recent changes to how Nasus's ult works up on the PBE, which namely trades in the Bonus AD he gains from dealing the %magic damage his ult does into gaining bonus armor and MR. While I am appreciative that the balance team is taking a look at my favorite champ, I don't think this change to his ult is truly going to accomplish much in solving the core problems Nasus faces in teamfights. Namely, his inablity to effectively teamfight at all come late game. When you break down his kit, there are 2 glaring teamfight weaknesses when comparing him to his fellow juggernauts. Firstly, his self sustain is tied directly into how much damage he does. You may be thinking to yourself "well no shit, thats how most champs work." The problem with this is his piss poor ability to get onto and stick to the squishy targets he needs to hit in order for his lifesteal to kick in, in comparison to the likes of Darius, Illaoi, or Yorick, who get their set amount of healing no matter if they hit the made of glass ADC or tough as nails 6 item rammus. This leads into his second problem, his inability to get to or deal with high priority targets in teamfights. When faced with having to deal with the enemy team in a 5 on 5 scenario, Nasus has to get to the back line in order to make an impact. He cant just melt whichever target he chooses like Darius, Illaoi, or Yorick, because while he can reliably duel and kill a full armor Malphite or Rammus, IT TAKES FAR TO LONG TO DO SO. In the grand scheme of things Nasus has 2 ways of amping his damage against tanks, His E and his ult. His E only reduces armor by 40, which means a lot to an ADC, much less so to the 300 armor tank. His ult does % Magic damage, but it takes a while for the numbers to add up and since Nasus does not invest in Magic pen, the damage is greatly mitigated by just having Merc treads. And using wither on their tank is close to a waste of a spell.
So, seeing as he cannot deal with the frontline, what about the backline? Well we run into a wall here, Nasus has no gapcloser, which he shouldn't have considering he is a juggernaut, and instead relies on his increadibly powerful spell Wither in order to catch up to those pesky ADCs and Mages that are +6 stacks waiting to happen. The problem? Firstly, his slow has a rather short casting range, slightly less than your average auto attack range because of how spell ranges and auto ranges are calculated. Against certain mages, this means you are never catching them if you dont have Ghost or Flash, and the same applies for long range ADCs such as Ashe. Secondly, wither can simply be removed by either Cleanse SS, QSS, or Mikeals Crucible, rendering your attempts to make it to the backline null and void. The Final problem with attempting to reach the backline is the very fact that you chose nasus in champ select. The mentality whenever this sort of pick happens can be mirrored to certain assasins, such as zed. By locking in such a champ, you have put a bullseye on yourself the size of Texas! The exact moment you decide to try to teamfight and try to make it to their backline, the enemy team is going to fall on you like a 600 pound sumo wrestler.
While I appreciate that Nasus is getting an answer to his sub optimal defensive stats that have plagued him for so long, ultimately this change does nothing to encourage or support teamfighting as the Pimp Master, and if it hits live Nasus mains are simply going to continue split pushing towers all game until the end of time.
TL;DR: the changes to Nasus on PBE do nothing to aleviate his inability to teamfight, which is the primary reason he falters in comparison to other juggs.
