Nasus Rework Concept
Imm just get right into my ideas! I wont be including numbers or abilities names just a high level overview of what the abilities would do.
Would love to know what Nasus mains think.
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Passive: Nasus gains movespeed towards enemies effected by movement impaired abilities and gain slow resist while under this benefit.
Q: Nasus slams down on a target and heals a portion of damage dealt. Killing an minion, monster or enemy champion gives stacks that increase this abilities damage. At 120 stacks nasus gains half the damage increase but improves this ability and gains an increased Heal from this ability.
W: Nasus Mark an enemy for 2 seconds. During this period the enemies cooldowns are slowed and if the enemy if under the effect of E the enemy cannot benefit from Heals. Heals that's would have been received during this period are immediatly granted to the enemy at the end of the Mark's effect or stepping out of the E's range.
E: Nasus creates a circle on the ground and it remains on the map as long as Nasus continues to channel this Ability. Enemies within this circle are slowed and take magic damage over time. Nasus gets increased healing while inside this circle. Channeling costs more mana the longer Nasus holds the channel.
R: Similar to live but Nasus gets a free E with himself set as the center of the circle and does not get interrupted or cost mana during this period.
Design goals:
Limit design around infitine stacking Clear goal for when to transition lane phase to skirmishes or team fights. Force nasus to choose between using his Q to stack or use it to heal Give more utility and a unique niche to give him more space in comps Give counterplay to that unique niche to promote a way to counteract advantages through play in game. Take away some of those stat stick strengths to fuel some of his weaknesses (gap closing and reduce Kite-ability).