While other bruisers have Hashinshin to speak for them. There really isn’t anyone to speak on behalf of nasus players.
Hi, I used to be a Nasus one trick with almost 1.1 million mastery points and would like to go back to playing him more but he is just not playable at the moment.
Don’t get me wrong, this is not intended to be a massive buff to him that will make him overpowered, I don’t even what that because then he’s going to be permabanned.
I would really love for Riot to read and consider my changes, I have provided my explanations for every change so you understand why I think these changes are necessary.
SUMMARY OF CHANGES
I think that the changes I want will make Nasus a bit stronger in the late game (he’s kinda lacking in his “strongest” phase right now)
The changes will make it easier to shut down Nasus early on.
The changes will give Nasus a much larger learning curve.
The changes will reward better players
Why do I want this?
Currently, Nasus just loses late game even though it’s supposed to be his strongest phase. He dies really easily and shields and cc just completely shut him down.
Nasus still needs counter play, he is winning the lane too easily to the point where champions like Darius stand no chance at shutting him down.
I really want Nasus to have a larger learning curve, I see people first timing him in ranked and doing just fine.
THE ACTUAL CHANGES
I think it’s time to get into the actual changes I want to implement.
Base attack damage: 67>126.5 (levels 1-18) to 70>138 (levels 1-18)
Basically just give Nasus 3 extra ad lv 1 and 0.5 more ad per level. His main item will always revolve around sheen (Triforce and Iceborn). A common item (Sterak’s) was changed to not give base ad anymore, a few extra base ad should help compensate.
Base Armor: 34>37 Base Magic Resistance: 32>35
Every champion did get a bit of compensation when Runes Reforged came out but the Nasus rune page used to run a lot of mr or armor to help his early game. I myself had rune pages that gave +21 armor lv1 and one that gave around +23 magic resist. You gave Nasus 9 armor and 0 mr so I think his base resistances should be increased a bit (Fun fact, with the old runes, Nasus could have 80 magic resist level one if he bought Null-Magic Mantle).
Passive, Soul Eater:
Passive lifesteal: 10/15/20% (levels 1/7/13) > 7/11/15% (levels 1/7/13)
NEW: Lifesteal applies to premitigation damage
NEW: Lifesteal items are only 50% effective on Nasus
Currently, in the late game, A 1000 stack Nasus q would heal Nasus for around 70-80 hp if he hit a tank, around 200 against a squishy target, and around 390 against minions. This is really not a lot and there is no good way to increase this healing other than making the lifesteal apply BEFORE armor. Here is some math:
1000 stacks= around 1500 dmg per Q (with Triforce, Q base damage, Q scaling)
Against tank with 80% reduction: 1500*0.2*0.2*1.3( 1.3 because Spirit Visage is a common item)= 78hp heal
Against squishy with 50% reduction (with GA and Zhonyas, getting to 100 armor is not hard):
1500*0.5*0.2*1.3= 195hp heal
Against minions with 0% reduction: 1500*0.2*1.3= 390hp heal
New Q: 1500*0.15*1.3= 292.25 hp heal vs everything
Now you are thinking “Nasus Q is on a 1 second cooldown”. Yes it is, and yes this does mean he is healing for almost 300 hp every second. But 300 hp a second is still not much compared to other champions such as Darius, Fiora, or Dr.Mundo. Also, Nasus is not guaranteed to get a Q every second, he is kited a lot late game. Finally, this is the healing for 1000 stacks, so this means that the 300 hp/second heal is around the 50 minute mark.
I dropped the lifesteal at level 1 because of the armor/magic resist/base ad increases and the q buff (explained later). Also, most of Nasus’s healing early game is not from lifesteal, it is from second wind and Doran’s Shield.
I made lifesteal items only 50% effective on Nasus because I know that swapping out a tank item for a damage item is not that harmful to his tankiness. With lifesteal applying before armor, lifesteal items would be too insane on Nasus.
Q, Siphoning Strike:
Mana cost: 20 (at all ranks) > 20/19/18/17/16 (at ranks 1-5)
Cooldown: 8/7/6/5/4 seconds (at ranks 1-5) > 6.5/5.75/5/4.25/3.5 seconds (at ranks 1-5)
Base damage: 30/50/70/90/110 (at ranks 1-5) > 50/70/90/110/130 (at ranks 1-5)
With the new Runes Reforged, around the 10-20 minute mark, Nasus can only Q once every 4-5 seconds due to it’s mana costs. Q is not considered an ability which means that it will not stack manaflow band meaning that manaflow band would usually not be completed until the 15-20 minute mark. In addition to the mana changes on Wither (explained later), Nasus needs the mana cost on his Q a bit lower.
Looking at 6.5 seconds level 1, it seems too short at first. But with the old runes (+15% cdr), Nasus used to start the game with a 6.8 second cooldown on Q, so this change is not that big. Late game, with Nasus’s R, his Q cooldown would only be reduced to 1.05 seconds compared to the 1.2 right now. I want the Q cooldown to be lower because it rewards better Nasus players. Better players who play around minions and cooldowns will be rewarded for being better by having more stacks.
I am giving Nasus Q some more base damage since I am changing Nasus’s W and E. Some players enjoy playing early game aggressive Nasus and I don’t want to completely kill that playstyle.
Mana Cost: 80 (At all ranks) > 120/110/100 (At ranks 1/3/5)
Cooldown: 15/14/13/12/11 seconds (At ranks 1-5) > 18/16/14/12/10 seconds (At ranks 1-5)
Duration: 5 (At all ranks) > 4/4.25/4.5/4.75/5 (At ranks 1-5)
All of these changes are meant to make it easier to fight Nasus early while still making him decent later on. With these new changes, bad Nasus players will lose lane a lot harder and players playing against Nasus have many more opportunities to shut him down.
E, Sprit Fire:
Mana Cost: 70/85/100/115/130 (At Ranks 1-5) > 100/110/120/130/140 (At Ranks 1-5)
Armor Reduction: 15/20/25/30/35% (At ranks 1-5) > 5/10/15/20/25% plus 5/10/15/20/25 flat armor reduction (At Ranks 1-5)
I am giving Nasus some of the flat armor reduction back because, as I said before, I don’t want to kill Nasus’s aggressive playstyle (and because reducing flat armor is better for one shotting squishies).
I increased the mana costs to balance out the ability to make sure it can not be spammed in lane.
R, Fury of The Sands:
Cooldown: 120 seconds (At all Ranks) to 120/110/100 (Ranks 1/2/3)
NEW: Gain 15/20/25% (Ranks 1/2/3) tenacity during the duration of this ability.
The cooldown on Nasus ultimate is way too long late game. It is the 13th (I think) longest cooldown in the game at rank 3. It’s longer than game defining ultimates such as Amumu’s R or Nocturnes R. It needs to be on a lower cooldown late game.
A bit of extra tenacity would really help in the late game.
Thanks for taking time out of your day to read through this. I am open to any suggestions in the comments. Here is a link to my OP.GG: http://na.op.gg/summoner/userName=420+mlg+pro+69
If you guys would mind sharing this with other people to get more attention that would be greatly appreciated.