A simple idea for nasus buffs and changes
So lets see here... In the recent season 6 - or I guess preseason changes - There have been a few champions who have... faded away. I haven't seen Urgot picked. I haven't seen but two Nasus picked (one was ap not tank btw). i've seen one Draven. It's like all the Draven mains at my level went into hiding or something. I have no plans for Urgot since He's pretty strong right now, he's simply unpopular. kinda sad that's the reason but what can you do.
For Draven a simple quality of life changes my help yeah? My thoughts for him were to make it so when his ult returned he would have 2 Spinning axes. and to compensate for this his Q would last for 5 seconds not 6.
However this page is for Nasus mainly so lets get on him. I believe Nasus isn't being picked except, of course, by die hard Nasus mains (I love you all and you make me so proud) There could be a few positive changes to Nasus to make him more flowing in the current game state. As it is right now, you go top lane, sit and farm till 500 stacks, and maybe MAYBE help the team. True Nasus mains know power spikes. However, what if Nasus didn't need to stack damage on his Q to be effective. There are ap Builds out there that make use of the Spirit fire. And there are full damage builds to abuse the Q damage. My thought were on a COMPLETE rework to Nasus. Not to the point to where he loses his identity as the stack master of top lane. However just some quality of life changes to make him relevant early and mid game, but still keep his AMAZING late game alive.
Here were my own thoughts
Nasus
Q: Nasus toggles between ranges attacks and melee attacks. When he kills a unit in melee, he gains a stack for his passive. (10/9/8/7/6 sec cooldown)
W MELEE FORM: Nasus marks the enemy with a slow that increses in power the closer to Nasus they are. slow from max distance(10%,12.5%,15%,17.5%,20%) slow from 125 units away from nasus' hit box (30%,45%,60%,75%,99%) (15,14,13,12,11 sec cool down)
W RANGED FORM: Nasus throws out three shuriman sundisks in a cone. Any champions they collide with get marked. If they are caught in the blast of spirit fire they are stunned for .6/.7/.8/.9/1 Damage (80, 120, 175, 215, 260)+( .8% bonus ad) (.3% ability power) (15,13,11,9,7 sec cool down)
E: Nasus releases a bomb of fire in a target area that does damage over time damage (55, 97, 135, 175, 215) + ( .4, .5, .6, .7, .8% ability power) DoT (10, 20, 30, 40, 50) + (.15% ability power)
R: Nasus increases in size and gains 100 – 300 health based on rank, an area around nasus swirls with sand, dealing max health magic damage in the area, stealing ad from up to 5 champions, 5 to 30 based on level. This is given to nasus, total bonus ad is 25 – 150 based on level damage (1,2,3% maximum health) Based on spell rank
Passive: upon leveling your Q you gain access to this ability, upon reaching a specific amount of stacks you unlock modifications to your spells. These amounts are unlocked based on your level and you will not receive these bonuses until you are that level
Now thats a lot to read, TL;DR : Nasus has a stun and a slow, 3 damaging spells, and a stance system. as well as a new passive
The new passive said that you unlocked new abilities once you meant a stack requirement, AND a level requirement. Here are some of the bonuses I thought of that would be appreciated by players who liked being rewarded for stacking.
lvl 1 at 5 stacks : Nasus' range in melee is increases from 125 to 150 and his range in ranged form is increased from 400 to 450 lvl 2 at 12 stacks : Nasus gains 5% life steal in ranged form lvl 3 at 20 stacks : spirit fire shreds 10 armor based to enemy champions inside lvl 4 at 33 stacks : wither range is increased by 50 lvl 5 at 50 stacks : wither reduces attack speed by 5% - 15% based on distance from Nasus lvl 6 at 64 stacks : siphoning strike now grants 2 stacks as well as Nasus' ult granting a bonus 250 more health added to the base lvl 7 at 100 stacks : Nasus gains 10% life steal in ranged form lvl 8 at 130 stacks : Nasus gains 25 armor shred with spirit bomb lvl 9 at 165 stacks : wither range increased by 100 from 50 lvl 10 at 190 stacks : wither reduces attack speed by 20% - 35% based on distance from Nasus lvl 11 at 225 stacks : Nasus gains 15% life steal in ranged form lvl 12 at 250 stacks : Nasus range in melee is 175 and in ranged is 500 lvl 13 at 300 stacks : siphoning strike now grants 3 stacks as well as Nasus ult granting 500 more health to the base lvl 14 at 350 stacks : Nasus shreds 50 armor with spirit bomb lvl 15 at 400 stacks : Nasus gains 20% lifesteal in ranged form lvl 16 at 500 stacks : Nasus reduces attack speed by 45% - 70% based on distance from Nasus lvl 17 at 750 stacks : Nasus ult now grants 30 armor and 20 magic resist while active lvl 18 at 1000 stacks : Nasus becomes enlightened, doubling all bonuses he has from his passive when he ults. As well as the percent max health damage dealing true damage instead of magic damage. Nasus also gains a permanent size increase and glowing particles
SO
That is a lot of reading as well, However you need to read it all in order to understand what you will receive
The goal is to leave Nasus with a basic kit in the start. a pretty average kit. not overwhelming. and in a lot of match ups. can be frankly underwhelming
However once you got some stacks and hit some levels, you get some choices. " do I want to keep stacking, or do I want to lifesteal?", " Should i stun spirit fire to ensure I get one auto off, or do I slow and then let my jungler help me?" Choices like that to help give players options.
Finally the important bit, with the new passive, Nasus players will be able to see when they are stronger. There won't need to be a wait to see "do I have enough power to 1 Shot the enemy ad yet?" It'll be more like "Is my ult buffed? K LETS GO!"
I would love some ideas for any changes to numbers or how to fit any of the changes into lore. Leave any comments below.