the percantage lifesteal is way to high, it would be like, impossible, to zone him out of lane.
And the range of his ult is also way to big+taking into consideration what effect's it gives, that is. And the jump from 50 to 100 is kinda strange. And for spirit Fire i would put more over-time dmg in it and lessen the initial dmg, ofc u can easily walk out of it, but clever placement in a Teamfight makes a difference and they are maybe forced to stay in it/zoning with this thing is possible.
And the range of his ult is also way to big+taking into consideration what effect's it gives, that is. And the jump from 50 to 100 is kinda strange. And for spirit Fire i would put more over-time dmg in it and lessen the initial dmg, ofc u can easily walk out of it, but clever placement in a Teamfight makes a difference and they are maybe forced to stay in it/zoning with this thing is possible.
Yukimaru wrote:
the percantage lifesteal is way to high, it would be like, impossible, to zone him out of lane.
And the range of his ult is also way to big+taking into consideration what effect's it gives, that is. And the jump from 50 to 100 is kinda strange. And for spirit Fire i would put more over-time dmg in it and lessen the initial dmg, ofc u can easily walk out of it, but clever placement in a Teamfight makes a difference and they are maybe forced to stay in it/zoning with this thing is possible.
Warwick's Hungering Strike heals for 80% of the damage dealt. In order to achieve that with this ability, you have to be at 47% health and have it at max rank.
EDIT: Ive changed the ult to 25/50/75 as opposed to 25/50/100.
I don't really like this direction.
You've moved his old passive on to the Q and made it so he doesn't scale at all into late game.
Compared to other top laners with CC, all he has is a slow. While it is a 95% slow, it's not going to stop someone from getting away if they have a dash or blink like Riven. I mean ,you can kill the AD carry but, because of your Q not scaling to late game, you don't have the damage to do it yourself.
His ult isn't giving him any AD anymore so he doesn't scale in fights. While the damage reduction is nice, as well as the vision loss, nobody is going to fight in the sandstorm when it deals damage. Even if they have to go in to fight the AD carry.
TL;DR This is a bad direction for him.
You've moved his old passive on to the Q and made it so he doesn't scale at all into late game.
Compared to other top laners with CC, all he has is a slow. While it is a 95% slow, it's not going to stop someone from getting away if they have a dash or blink like Riven. I mean ,you can kill the AD carry but, because of your Q not scaling to late game, you don't have the damage to do it yourself.
His ult isn't giving him any AD anymore so he doesn't scale in fights. While the damage reduction is nice, as well as the vision loss, nobody is going to fight in the sandstorm when it deals damage. Even if they have to go in to fight the AD carry.
TL;DR This is a bad direction for him.
Lugignaf wrote:
I don't really like this direction.
You've moved his old passive on to the Q and made it so he doesn't scale at all into late game.
Compared to other top laners with CC, all he has is a slow. While it is a 95% slow, it's not going to stop someone from getting away if they have a dash or blink like Riven. I mean ,you can kill the AD carry but, because of your Q not scaling to late game, you don't have the damage to do it yourself.
His ult isn't giving him any AD anymore so he doesn't scale in fights. While the damage reduction is nice, as well as the vision loss, nobody is going to fight in the sandstorm when it deals damage. Even if they have to go in to fight the AD carry.
TL;DR This is a bad direction for him.
I was thinking of making Wither slow for like 2 or 3 seconds and stun at the end of the duration. Maybe that is a better idea.
His Q now actually scales with AD as opposed to the current situation. Additionally, his E now reduces armour by a percentage; making flat Arp extremely strong on him. Overall, I think his Q will be a lot stronger early-game this way.
Of course, late-game is a nerf, but I want to get rid of the stupid infinite damage mechanic.
GrandmasterD wrote:
I was thinking of making Wither slow for like 2 or 3 seconds and stun at the end of the duration. Maybe that is a better idea.
His Q now actually scales with AD as opposed to the current situation. Additionally, his E now reduces armour by a percentage; making flat Arp extremely strong on him. Overall, I think his Q will be a lot stronger early-game this way.
Of course, late-game is a nerf, but I want to get rid of the stupid infinite damage mechanic.
You also have to build a lot of AD to make it effective now instead of focusing on tanky stats.
No health bonus on the ult means tanky stats are even more important.
Now that he only has his passive when he uses his Q, it makes it a lot harder to sustain himself and just farm top lane. He also has weaker jungling now because you're not dealing true damage to jungle mobs and you don't have the innate lifesteal needed to survive early levels.
His passive is also kinda useless if you're not fighting someone all the time, or close to it.
All in all, it's still a bad direction for him.
Yukimaru wrote:
Passive, Ultimate and his Q are way to overpowered
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On top of all that, Nasus is incredibly easy to counter in the top lane and he does not get the farm he needs in the jungle (his ganks aren't exactly great either). Therefore, I've proposed a rework that should put Nasus in a better spot.
Soul Eater (Innate): Nasus' standard attacks steal the life force of enemy champions. Stealing 3%/5%/7% of their maximum health. This buff lasts 4 seconds. This effect stacks but cannot occur on the same target for 6 seconds.
Siphoning Strike (Q): Nasus' next basic attack deals bonus physical damage healing him for a percentage of the damage dealt. The percentage is based on his missing health.
Bonus Damage: 50/70/90/110/130 (+0.7 per bonus attack damage)
Percentage Steal: 0.5%/0.75%/1%/1.25%/1.5% per % of missing health
Cool down: 10/8/6.5/5.5/5 Seconds
Cost: 30/35/40/45/50 Mana
Wither (W): Nasus ages his target, slowing their movement and attack speed by 35%. Additionally, they are reduced further to reach an extra slow at the end of 5 seconds. If the duration of the slow is reduced, the extra slow will be applied faster for it to reach its maximum at the end of the duration.
Extra Slow: 12%/24%/36%/48%/60%
Cool down: 15/14/13/12/11 Seconds
Cost: 70 Mana
Spirit Fire (E): After a brief delay, a target area becomes desecrated for 5 seconds. Enemies caught in the area when the desecration occurs are dealt an initial burst of magic damage and have their armour reduced by a percentage for 2 seconds. Additionally, enemies in the area are dealt magic damage each second and their armour will remain reduced as long as they are in the area.
Initial Damage: 70/110/150/190/230 (+0.4 per ability power)
Damage per Second: 14/22/30/38/46 (+0.08 per ability power)
Armor Reduce: 8%/12%/16%/20%/24%
Cool down: 10 Seconds
Cost: 80/90/100/110/120 Mana
Fury Of The Sands (R): Nasus becomes empowered in the sandstorm for 8 seconds, summoning a sand storm in a large area around him. While the storm rages, allies inside the storm (including Nasus himself) are invisible to enemies outside the storm. Additionally, the storm deals damage to all enemies inside it and makes them deal reduced damage.
Damage per Second: 25/50/75 (+0.2 per ability power)
Enemy Damage Reduction: 5%/7%/10%
Cool down: 180/150/120 Seconds
Cost: 200 Mana
Range: 1000/1250/1500