Passive:
Life Steal: 12/18/24% >>> 16/20/24%
Ability Q:
Base Damage: 40-120 >>> 40-100
Extra range: 50 >>> 60
Stacks per cannon/Large monster: 12 >>> 6
New: Hitting an enemy champion grants 3 stacks.
Ability W:
Initial slow: 35% >>> 30%
Max Slow: 47-95% >>> 40-70%
Cripple: 75% >>> 50%
Cooldown: 15-11s >>> 17-13s
Removed: No longer point and click single target.
New: Nasus strikes a curse on an area (Range: 650, Cast time: 0.25s, Radius: 350) and affects every enemy within. For each enemy affected Nasus gains 20 mov speed and 10% tenacity for the same duration. (Only enemies in the area during the cast are affected and the duration remains 5 secs)
Ability E:
Armor Shred: 30-50% >>> 20-40%
Initial Damage: 50-170 (+60% AP) >>> 40-120 (+90% AP)
Damage per tick: 10-34 (+12% AP) >>> 10-30 (+15% AP)
Cooldown: 12s >>> 15s
New: Gain extra 10 radius per 100 stacks and armor shred lingers for 1 sec after leaving the area. When entering the area Nasus gains a shield equal to the number of stacks for 3 seconds.
Ability R:
Bonus Health: 300/450/600 >>> 100/250/400 (+50 for each 100 stacks)
Bonus resistances: 40/55/70 >>> 20/35/50 (+5 for each 100 stacks)
Stat Changes:
Health: 631-2399 >>> 640-2400
Armor: 34-113.9 >>> 36-114
Magic Resist: 32-66.85 >>> 34-68
The goal of this rework would be to give him a little more skill expression with his W and make him scale better into the late game where a well placed W could make him a lot more impactful. Right now he peaks in mid game and falls off hard once people complete their builds and he gets killed before even landing a Q. Now he could get higher durability and tenacity to actually chase the target.
Also tweaked the stats and the Q stacking and passive to make his early game a bit more manageable and not get completely zoned with 0 chances to stack on minions. Now you could actually retaliate if the enemy is between you and the minions.
Maybe it's a dumb idea or not very well balanced but leave your feedback. I made it mostly for fun.