I made a Darius rework, maybe a red can check it out? please?
The goal of this rework is to increase
skill cap, versatility, champion interaction, and counterplay. This is primarily accomplished through; replacing static power with situational steroids, increasing in-fight decision making, and adjusting early and late game tendencies. All while trying to reinforce the notion of his ticking time bomb theme.
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Removed static movement speed buff.
Live Darius often wins at early levels through his bleed being too easily applied. This change will allow opponents to farm and duel slightly easier, so long as they don't stay in Darius' range for too long.
Passive - Hemorrhage Darius' basic attacks and damaging abilities apply marks to enemy units that last for 6 seconds. Upon applying a second mark, the target will bleed for 20...75 (+30% Bonus AD) Magic damage over 6 seconds. This can stack up to 4 times for a maximum of 80...300(+120% Bonus AD) Magic damage over the duration.
Q - Decimate - As is
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Removed movement slow.
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Removed attack speed slow.
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Added situational steroids.
Currently Darius' W is just another spammy point and click damaging slow ability. It offers little counter play and even less decision making by Darius. This new W gives Darius the choice to either initiate on a fleeing enemy team, or save it for the fight and be rewarded through much needed defensive stats. It also changes the mentality from “Oh crap Darius is chain slowing me and I can't do anything about it” to “Oh crap Darius is chasing us down.”
W - Noxian Negotiation - Range 650 - Cooldown 14 Active - Darius' next basic attack deals bonus physical damage. Darius gains 5...15 armor and magic resist for each nearby enemy champion with a higher health % than Darius and 10% movement speed for each enemy with their back turned to Darius. Bonus armor and magic resist lasts for 4 seconds, bonus movement speed lasts for 3 seconds and decreases rapidly over its duration. Noxian Negotiation's base cooldown is reduced by 2 seconds for each stack of hemorrhage on the target.
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Removed static armor penetration.
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Added slow utility.
Removing the static armor penetration and adding in a slow allows for more rewarding gameplay. This in turn lowers his Q and W damage, but is made up for through W steroids and increased ultimate damage. His Q is now more of a tool to apply bleeds on multiple enemies, rather than just pure damage.
E - Apprehend Active - After a brief delay, Darius pulls in all enemies in front of him. Captured enemies are slowed by 20...40% for 2 seconds.
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Removed Bonus AD scaling.
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Added untargetable state.
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Added bleeding requirement.
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Added Execution stacking.
The live version grants max damage after 5 attacks while this version requires 8 attacks, which is much more difficult to achieve. The ult requires atleast 1 hemorrage stack on the target. Early stack damage is greatly reduced, while max stack damage is increased. Adding .5 seconds of being untargetable gives Darius a choice to use his ultimate early to escape sure death situations ( Vi ganks). To prevent Darius from chaining this .5 seconds and retaining counterplay, his ult goes on a 3 second cooldown on kill instead of fully refreshing. Changing the scaling to execution stacks allows Darius be an eventual threat however he builds, so long as he claims a few victims.
R - Noxian Guillotine - Range 475 - Base True Damage 50/75/100 (+Total stacks of Execution) - Maximum True Damage 400/600/800(+Total stacks of Execution x 8)
Active - Darius becomes untargetable for .5 seconds while he leaps to a bleeding enemy champion and stikes a devastating blow, dealing true damage.
For each stack of hemorrhage on target, Noxian Guillotine doubles in damage.
If Noxian Guillotine is a killing blow its cooldown is reduced to 3 seconds.
Darius gains 4 Execution stacks per champion kill.
Lastly, if anyone disagrees with any numbers or aspects of this rework...