Nasus rework
I think Nasus is fine as he is. However, there have been many qq threads about him lately. If Riot decides to change him, I hope they go in a direction like this.
These changes are designed to weaken Nasus' midgame, where many people complain he is too strong, while strenthening his late-game, where Nasus is meant to be strong but currently isn't. That is, in late-game teamfights he gets kited to hell, and it is very difficult for him to splitpush in late-game because in the late-game the other team can 5v4 turret dive easily. Currently, Nasus is strongest at 22-33 minutes (if he has farmed well up to 22 minutes); his win condition is to farm very well up to 22 minutes, then use his powerspike to either take towers for force them enemy team to go top lane, giving his team a numbers advantage. He needs to win the game or at least set his team up for a win by the 33 minute or else his team faces bad odds.
Here goes:
New additional passive: Tithe All items cost 30% additional gold. All items provide an additional 20% in stats.
What this passive would do is reduce the gold efficiency but increase the slot efficiency of all items. This means Nasus would be unaffected in the early game (before items are purchased), would be weaker midgame (when gold efficiency is more important than slot efficiency), but would become considerably stronger in the late-game with a full-item build. I have no idea what the right numbers would be, but this mechanic adds an interesting way to tune Nasus' power curve, weakening him mid and strengthening him late. This is kind of like how ad itemization works -- items like IE are not very gold efficient, at least early, but are very slot efficient. Thus, full-item adc's are considerably more valuable than most full-item tanks. This is why teams prioritize getting the adc fed.
This passive would also nerf Nasus' sustain in lane, forcing him to use his lifesteal. That is, the price of health pots and flasks would go up, but the duration of health pots is not a stat that would be buffed by tithe. This weakens his early game somewhat.
New passive on ultimate: spirit sprint. activating q provides a temporary movespeed buff. The movespeed buff scales with q stacks. For the duration of the movespeed buff, tenacity is increased (scales with q stacks up to a cap). Using the q-empowered auto-attack cancels this movespeed/tenacity buff early.
What this passive would do is increase Nasus' ability to get to the back-line in late game teamfights. The power would be very situational. Early game he does not have ultimate and cannot access spirit sprint. Early midgame he does not have max cdr or 9 ranks in q, so q has a longer cooldown and the spirit sprint buff cannot be frequently utilized. In addition, he has fewer q-stacks, so spirit sprint does not provide much extra movespeed. Furthermore, using q to bop minions cancels the However, it can aid as a gapcloser and can help against cc when timed correctly. Using q on a minion removes the movepeed buff and the tenacity boost, providing a good opportunity for an opponent to cc him. In late-game teamfights it would be situational -- if he activates q and doesn't have something to bop with it, then the movespeed will dissipate, and the q will remain 'charged' (can't remember the term), so he won't be able to reactivate it. This means activating it prematurely will waste it. It also means that he wants to activate it just before getting cc'd, then wants to use the movespeed buff to get to the enemy backline. Because the tenacity boost is shortlived, follow-up cc will still ruin Nasus' day. The temporary tenacity buff is much better than a permanent tenacity buff like Irelia has, providing windows of opportunity and requiring good decision-making.
While this buff strengthens Nasus' teamfight, he has to farm q well to properly utilize it, reinforcing Nasus' identity as the premier stacking god, which is part of his core identity.
These two new features would allow Nasus' powercurve to be tuned as the balance team requires -- number tweaks on "tithe" can weaken Nasus' midgame while strengthening his late game. Number tweaks on "spirit sprint", including on the q-stack scaling of spirit sprint, can strengthen Nasus' late game teamfights without affecting his early game and without much improving his midgame.
These changes are thematically appropriate for the religious zealot that Nasus is, they affirm his q-stacking identity, and they push his powercurve into a late-game direction, where he was always meant to be strong (but actually isn't so strong currently).
Thoughts?