Suggestions for a Nasus Update
Hello there,
My name is SmackNStack, an EUW OTP for the good old Dog Nasus.
Even though I enjoy playing him greatly, I think there are some QoL changes that would make the dog feel more like a champ of 2017 and not like one from 2009.
Furthermore there are some changes to his kit which I will cover after the QoL changes, since they would alter the champion greatly and not just improve the playstyle.
I have to credit the /r/nasusmains subreddit since a lot of ideas are coming from them.
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Quality of Life changes:
- Change his E flat armor shred to % pen for anyone that is inside that Zone.
So instead of 20/25/30/35/40 change it to 20%/25%/30%/35%/40%.
One of Nasus' main weaknesses is his lacking teamfight, come lategame you are just a bunch of stats against the fullbuild adcs, they will just melt you in seconds while their frontline keeps your lifestealing to a minimum. This heavily reduces the threat of the "lategame monster" called Nasus. If you were to change his flat pen into % pen you would at least make him able to 1v1 a tank without having to spend his entire manapool and wasting 1 minute of valuable gametime.
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2. Reduce the time it takes for him to play animations.
With all the recent champions his kit feels really clunky to use. Every skill you use locks you in place, whether its the W (that even if the cast animation started will be aborted if the target runs into a brush), the E or the Ult. The Q is fine on some skins (Worldbreaker) but horrible on others (Infernal). Especially since Infernal is his legendary skin you should maybe think about redoing the Q animation for it, I have cancelled way more autos with Infernal than I have with Worldbreaker.
So as a solution I'd say cut down the cast animation of his skills by roughly 50% to make him more fluent to play and give him a more responsive playstyle. Or if that would be to broken maybe make it so that you can move during the Ult+W+E animation.
I think thats pretty much it for the QoL changes, I will now start listing what I would change to his kit to give a better place in the meta.
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Current Passive: "Soul Eater", gain 10/15/20% lifesteal based on level.
This passive is straight up boring and non inuitive, you can really see that the champ is quite old just by looking at it. Now we dont need an overloaded passive for Nasus but I think if we just give him a bit more bite to his bark he can be in a pretty decent spot.
New Passive: "Soul Devourer" gain 15/20/25% lifesteal based on his Level. Also gain 0.1% (or 0.05% depening on how strong of a lategame monster you want) Armorpenetration per soul devoured with siphoning strike, capping at 100% (if you want to make it cap earlier, thats a possibility as well)
This would fix the issue of Nasus lategame that is currently lacking, 0.1% per stack would result in 100% armor penetration at 1000 stacks, 0.05% would require 2000 stacks, both would be fine in my opinion since getting more than 500-600 stacks is very unrealistic for Nasus.
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Current Q: "Siphoning Strike" ACTIVE: Nasus's next basic attack within 10 seconds has 150 range and deals bonus physical damage. If Siphoning Strike kills its target, Nasus permanently gains 3 stacks (doubled to 6 if the victim is a champion, large minion, or large monster).
We can all agree that this is the skill that makes Nasus Nasus. Without it he would be nothing and without him this skill would be nothing. There are some skills like it in league but this one is his.
I dont think this skill needs to much change, but I would go for making it so that his Q always gains the 175 range that his ultimate currently gives, just so stacking is not as punishing as it currently is (especially considering how strong some champions are in the early game and late game. Yasuo, Riven, Jax and Fiora come to mind.... strong compared to Nasus). So the new Q would be:
New Q: "Siphoning Strike" ACTIVE: Nasus's next basic attack within 10 seconds has 175 range and deals bonus physical damage. If Siphoning Strike kills its target, Nasus permanently gains 3 stacks (doubled to 6 if the victim is a champion, large minion, or large monster).
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Current W: "Wither" ACTIVE: Nasus ages the target enemy champion, slowing them by 35%, increasing over 5 seconds, and crippling their attack speed by half the amount for the duration.
Again I think this skill is in a decent spot, combined with the one of the QoL changes mentioned earlier, this doesn't need much work. What I would add to it though is that the withered target leaves behind a trail which will speed Nasus up to around 20% extra movespeed towards the target. But only him not his team (great synergy with Iron Potion though).
New W: "Wither" ACTIVE: Nasus ages the target enemy champion, slowing them by 35%, increasing over 5 seconds, and crippling their attack speed by half the amount for the duration. This skill also leaves behind a trail which speeds Nasus up to 20% of his MS while moving towards his target.
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Current E: "Spirit Fire" ACTIVE: Nasus unleashes a spirit flame at the target location, dealing magic damage to enemies in the area. The flame then remains for 5 seconds, dealing magic damage each second to all enemies within and reducing their armor while they remain.
Again this skill is in a decent spot and if the changes to it are too big, they will affect his flex roles (Ap support/AP mid Nasus). So instead of changing the Magic Damage part of his physical Damage to give him synergie with Black Cleaver (if you can't give him passive ArmPen), I'd say cut down on the current flat damage harshly (55 / 95 / 135 / 175 / 215) to (30 / 55 / 100 / 120 / 150), (11 / 19 / 27 / 35 / 43) to (5 / 10 / 15 / 20 / 25) but up the AP ratio on it, so that AP Nasus still does what it does right now but at the same time it reduces the lanebullyness of E max Nasus in Top without any Ap items.
Also Change the Manacosts from 70 / 85 / 100 / 115 / 130 to 70 / 85 / 100. His Manahunger is crazy with this skill and reducing the costs while at the same time nerfing its damage for Ad/Tank nasus is a decent tradeoff.
And again if you don't want to give him % ArmPen on his passive change the Flat ArmPen to % Pen. If you added the % Pen on his passive just remove the flatpen from this ability.
New E: "Spirit Fire" ACTIVE: Nasus unleashes a spirit flame at the target location, dealing magic damage to enemies in the area (30 / 55 / 100 / 120 / 150). The flame then remains for 5 seconds, dealing magic damage each second (5 / 10 / 15 / 20 / 25) to all enemies within (and reducing their armor (20 / 25 / 30 / 35 / 40%) while they remain).
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Current R: "Fury of the Sands" ACTIVE: Nasus empowers himself for 15 seconds, gaining bonus health, armor and magic resistance, increased size, and 175 range on his basic attacks for the duration. While Nasus is empowered, he deals magic damage to all enemies around him each second, capped at 240, and gains bonus armor and magic resistance each second.
His Ult is one of his biggest issues in my oppinion. Right now there is so much power channeled into his that a Nasus without ult might as well not teamfight. Of course that is the point of the ultimate, the move that makes your champion feel incredible powerfull and without it there is a big part lacking of your champ. Naturally he should not lose this big button that in the midgame right now makes the enemy say "oh snap" when you flash upon them and lay havoc at their face.
The issue is once it wears off you just get melted in seconds and even with it focus fire still brings you down like nothing.
Combined with that, if you dont have flash you just get kited or cced until it's over.
So, my solution: make him more useful while his R is on cooldown. I would suggest moving the flat Armor and MR gain to a passive. Instead of gaining 15 / 35 / 55 when he ults he would gain them every time he levels the skill up.
He still would gain MR and Armor based on the time spent in his ult same with the flat HP gain when he ults. This would give him more use outside of his ult, as well as not making him too overbearing to deal with.
Considering that he increases in size and is pretty much unable to dodge any skillshot without flash I think a decent thing would be to give him 5% tenacity just so that the charms, snares, stuns and slows are not to bad on him, because you know controlling your champion every once in a while is quite fun.
Furthermore, since his increased range is already on his normal Q his Q in ult should get a range increase to 200 from 175. And ofcourse either reduce the casttime/increase the castspeed or make it so that you are able to move while activating it.
New R: "Fury of the Sands" ACTIVE: Nasus empowers himself for 15 seconds, gaining bonus health, 5% Tenacity, increased size, and 200 range on his Siphoning Strike and 175 range on basic attacks for the duration. While Nasus is empowered, he deals magic damage to all enemies around him each second, capped at 240, and gains bonus armor and magic resistance each second. PASSIVE: Nasus gains 15/35/55 Armor and Magic resist every time he levels this ability up.
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I think this concludes the changes I would apply to Nasus to put him a better spot without making him overpowered as his counterplay is still the same. Now the dog just gets a bit more of a chance to fight back once lategame hits.
Thanks everyone for reading this and special thanks to Nibblet for proofreading and /r/nasusmains for ideas.
Have a great day, Abriuol aka SmackNStack
