Why Darius's Gameplay Update Succeeded Where So Many Others Have Failed

Looknook·4/25/2017, 5:30:09 PM·102 votes·6,701 views

With the Juggernaut Update Riot starting trying to make older champions more current and fun to play than their original design allowed. Since then there has been an Marksmen, Assassin, Mage and now Tank Update. With every update some Champions succeed where others fail horribly.

If the Juggernaut's that were reworked are looked at everyone of them was pushed to fill a niche or a stereotype of some sort, even if that niche or stereo type had nothing to do with the original design. Darius was pushed to become a champion that wanted to be in the middle of a fight and loved extended trades. Both of these things were what the player base of the character, arguably, wanted to do more of. However Darius was also given more counterplay to hit kit, don't let him get 5 stacks and don't let him hit the edge of his Q. This meant that fighting Darius wasn't as boring and straight forward as before.

So Darius's update succeeded because players got to do more of what they loved, fighting and slam dunking people yet Darius was also given more counterplay. This allowed Darius to be a much healthier and balanced champ than before and a highly picked champion to this day.

Compare Darius to other Champ updates that failed, what did they do wrong?

Mordekaiser was shoved into a lane and position that none of his player base wanted. He was given abilities that interacted with teammates and the ability to control dead dragons. So he did get more ghosts to play with. Mordekaiser was given very little counterplay and none of his previous issues were really solved.

Malzahar become a minionmancer because his old passive occasionally game him minions. So he had his old passive taken and moved to a primary ability. A large part of his power budget was put into his Voidlings and his Voidlings became harder to control. The Voidlings changes on top of Malz's new passive were not things Malzahar players wanted. Not only that but both Malz and his opponents lost the ability to play around Malzahar because the AI and strength of the Voidlings now became key. Malzahar gained no counterplay and lost participation in fights.

Garen was given a new passive, true damage against Villians. He also gained the ability to do more damage while spinning. However he can't control who the villian is, nor was he given any way to reliably get to the villian. So unless Garen is actively fighting the villian he doesn't deal tons of damage, but if the enemy is the villian they stand little chance of beating Garen by themselves. Once again Garen gained no counterplay and lost input.

If you look forward at the upcoming tank rework Sejuani looks to be ready to repeat this problem. Her ult is losing much of its power and so is her empowered Auto. Instead she is getting the ability to have allies get an opponent ready to be stunned. Sejuani is both losing counter play and player agency, with one ability/passive getting most of her power. If she is released as is she will probably become another Malz, Morde or Garen, maybe even a Koggles.

157 Comments

Big Lincoln4/25/2017, 5:41:31 PM55 votes

yes

The Darius update took what was already there and played it up in a way that feels good for the player and more fair for enemies.

Updates that take champs in new directions don't work because they try to make massive shifts to play style while keeping a good portion of their current kit intact (see Malzahar), or they put some arbitrary limiter on the kit like Skarner spires and the villain passive. The intentions of the changes are far too large than they have the resources for in a class update and that's why these 'gimmick' reworks fail miserably

agbudar4/25/2017, 7:44:15 PM23 votes

i agree with most points. but i don't agree with Darius being healthier perse. Darius has the same problem atm as Yassuo once you mastered him the enemy has no say in the matter you are gonna get fucked, and at that point the only thing that works is a champion with better stats. in Yasuo's toplane case Yorick who simply Q's him with undying grasp and with that outtrades him most of the time, especially if you get your sheen. but anyone else gets fukked over. in the end the skill ceiling of champions like darius and Yassuo dont allow for interactive gameplay. Darius has barely any strategic skill ceiling if you are ahead you utterly decimate your opponent if you are behind you are utterly useless. Although i think that has more to do with his stupid power curve, which is almost impossible to play around if Darius has a half decent team on his side.

there is a reason why Velkoz Jhin have barely received nerfs or buffs, because no matter how good you are at these champions you never gain full controll of your lane unless you are way ahead.

it means that besides your tactical skill with these champions you also need strategic skill in order to succeed and keep succeeding. the old Malzahar was very much the same in that respect, you could not just utterly decimate your oponent if you got 1-3 kills they still had the ability to come back. Darius Yasuo Fiora Fizz if these guys get 1 or 2 kills on you .. well its gg for that lane

Misticaltom4/25/2017, 8:47:52 PM17 votes

Let's add in some of the Garen failures to this.

Garen's passive still rewards passive play on a champion with a simple in or out play style. Either your doing nothing and healing, or doing something and not healing. Garen's reverted W teaches players to last hit....and well, it's just passive damage reduction. It's a weaker version of Poppy's W, which ALSO gives passive resistances YET DOESN'T REQUIRE HER TO LAST HIT ANYTHING. It's activation also increases her MS and blocks dashes, great ability on Poppy. Garen's Villain mechanic is indeed useless, but it doesn't help that his Ultimate doesn't really fit Garens kit or any theme upon it. It's currently the original, crappy Darius ult. You don't fear Garen's ult, it teaches newbies to back to base at low Hp and executes those at low hp. That's it, that's all it does. Just recall to friggin' base.

Akaliholic4/25/2017, 7:31:49 PM16 votes

Except that Darius is still full-on cancer for most melee matchups. It's also incredibly easy for him to get 5 stacks on you any time you try to trade with him thanks to his grab and insane slow. Unless you have a very strong hit-and-run type of kit, there's no counterplay here because he can 5-stack you any time you try anything against him.

And I'm pretty sure "dont get hit by the edge of his Q" has been the deal since he was released--so that has nothing to do with the rework--but its a bit of a stupid idea for counterplay regardless since being up in his face is usually suicide as well.

I don't think we should consider Darius to be a success. Just "slightly less cancer than before". :P

If it wasn't such a well articulated post I'd almost assume sarcasm tbh. Darius is not really in a good place at all. Still in a "Ban if you want to play melee top" place.

deadlychuck4/25/2017, 9:43:13 PM13 votes

Personally I think that Darius's Q heal is a little bit too forgiving in how you achieve maximum healing, but it's not to say he's poorly designed, just that one particular aspect seems like it's a little bit too easy for the potential power.

That said, you bring up a very important point which I find myself having to constantly bring up more and more as riot reworks champions. It seems to be a change in their design philosophy, which is "...lost participation in fights." and "...lost input."

Riot seems to think that players want these kind of effectively random events in the game which can't be manipulated. Like the dragon types, malzahar's W effectiveness, and garen's villain system. It might seem like some cool mechanic which adds more to the champion, but in reality it just makes playing them feel bad, because part of the game is completely out of the hands of the player. This applies to a lesser degree to skillshots, but the player still has the ability to manipulate the game by predicting the enemy's movements, where as these mechanics that they keep adding are 100% situational, and give the players no ability to compensate for them. Even worse when the entirety of the kit is designed around this type of mechanic in the rework Malzahar ... shame on Repertoir and anyone who approved the design. smh

This pattern actually explains really well, why you see a champion like malzahar more popular post-rework in jungle or support, and always rushing item 3116, because those are the only things by which they can increase the control over their W's effectiveness.

WinTheWarOnPants4/25/2017, 9:09:31 PM10 votes

Yeah.... so everyone is crying about "omg ranged top laners are cancer and need to be delt with", meanwhile praising Darius for his "interactive game play" which consist of completely shitting on every other melee laner with very few exceptions and pushing them out of viability as long as he is meta...

Beacon Academy4/26/2017, 1:05:51 AM7 votes

What Riot is failing to understand is that people inherently love freedom

Especially when it comes to choices


#They don't like shit to be decided for them.

But what does Riot care?

They'll keep forcing champions to have certain combos.

To have certain playstyles.


#To have certain "niches"

Because the only choice Riot values is Riot's choice.

Fuck em.

SteelMankind4/25/2017, 9:53:10 PM4 votes

I think a huge part of rework discussion needs to be properly defining successful reworks and failed reworks.

For instance, I would say that the Malzahar rework was a success. Pre-rework he lacked a real identity, now he is the minionmancer of midlane. I understand that he's horribly weak atm, but thats a seperate issue entirely and one that will eventually shift due to buffs/nerfs, new items, new champs, etc. Olaf, Alistar, Rumble, and Diana are somewhat weak atm, and they certainly don't need reworks.

Imo, the only reworks that actually failed were Kog rework (since they reverted it), Morde rework (since hes back to being a solo laner instead of a bot laner as was intended), and the 2015 Ryze rework (since Riot decided he needed a new one in 2016).

Sun Wu Ryuumoku4/25/2017, 9:31:40 PM2 votes

Mordekaiser was shoved into a lane and position that none of his player base wanted. He was given abilities that interacted with teammates and the ability to control dead dragons. So he did get more ghosts to play with. Mordekaiser was given very little counterplay and none of his previous issues were really solved.

Where was his old lane & position ??? What's was his identy ? i see many b*tching for him... but nobody say what's he should be.

Garen was given a new passive, true damage against Villians. He also gained the ability to do more damage while spinning. However he can't control who the villian is, nor was he given any way to reliably get to the villian. So unless Garen is actively fighting the villian he doesn't deal tons of damage, but if the enemy is the villian they stand little chance of beating Garen by themselves. Once again Garen gained no counterplay and lost input.

His whole kit is basic and troublesome to play and play against.

If you look forward at the upcoming tank rework Sejuani looks to be ready to repeat this problem. Her ult is losing much of its power and so is her empowered Auto. Instead she is getting the ability to have allies get an opponent ready to be stunned. Sejuani is both losing counter play and player agency, with one ability/passive getting most of her power.

I think most here don't understand this rework goal...