Talk:Nasus/@comment-94.165.238.157-20111009090246/@comment-131.156.211.10-20111014144457

Yes, HOW DARE we have a melee champ who has a skill that's only very powerful in Late-Game! HOW DARE we have team roles that reward the player's skill and patience rather than just building MOAR DAMAGE items like every other Melee-Fighter.

And the problem is that if they decrease the farm rate, cannot increase the base damage all that much, because higher early base damage means IT IS THAT MUCH EASIER TO LAST HIT. Which means the farming rate is only constrained by its cooldown; which isn't being addressed (and honestly, Nasus badly needs Siphoning Strike at such a low cooldown to be even remotely threatening in a sustained fight, so they can't touch it without potentially ruining Nasus overall).

If they want to nerf Nasus, nix the idea of a cap entirely (Unlike Garen's, it isn't geared directly for the tanky metagame; his passive provides a strong EARLY game bonus; Nasus's is only good very late into the game) but put the scaling farm-rate back in. This way, he can get his bonus damage in early, but if they let the game drag on for too long, he can still retain his role as a massively powerful endgame pusher.

I'm of the mind that Reds is full of shit; any game where one champ is literally harmless until late-game isn't indicative of a broken champ (given how hard Riot pushes for quicker games now), it's just indicative of a champ that fills a different role; Nasus is NOT easy to play.