Board Thread:League of Legends discussion/@comment-24540272-20140212214641

Abilities:

Passive: Hemorrhage-

Darius' basic attacks and damaging abilities cause enemies to bleed for 10 / 12 / 16 / 21 / 24 / 27 / 30 / 33 / 36 (+ 40% bonus AD) magic damage over 5 seconds. This stacks up to 5 times for a maximum of 50 / 60 / 80 / 105 / 120 / 135 / 150 / 165 / 180 (+ 200% bonus AD) magic damage over the duration.

Darius gains 5% movement speed for each bleeding enemy champion.

THE CHANGE: Bonus damage increased from 30% to 40% and reduced the base damage at earlier levels.

Better late game scaling.

OR

Keep the same number values as live but convert all the damage into physical and allow it to benefit from Armor Penn.

This change would then make him a purely AD / True Damage champion. Which may hurt him in the laning phase as his Hemorrhage damage isn't magical, thus making him slightly easier to itemize against. He won't get that surprise factor with his Harass and Trades in lane that he can still deal respectable amounts of damage even if you stack armor against him. Although most wouldn't itemize any MR anyway but it's something to look at in terms of tweaking his kit; this change to physical.

OR

One option may be making Hemorrhage True Damage, of course with tweaking the numbers drastically. But this might make him into a "Melee Twitch" which isn't exactly ideal as he would essentially have the same passive as Twitch but is still something to look into as dealing True Damage is a major part of his kit.

10 / 12 / 14 / 16 / 18 / 20 / 22 / 24 / 26 (+ 25% bonus AD) true damage over 5 seconds. This stacks up to 5 times for a maximum of 50 / 60 / 70 / 80 / 90 / 100 / 110 / 120 / 130 (+ 125% bonus AD) true damage over the duration.


 * Numbers may have to be tweaked.

Q: Decimate-

RANGE: 425 COOLDOWN: 9 / 8 / 7 / 6 / 5 COST: 40 MANA

ACTIVE: Darius swings his axe, dealing physical damage to all enemies within a 425-radius area around him.

SHAFT PHYSICAL DAMAGE: 60 / 85 / 120 / 165 / 210 (+ 90% bonus AD)

Champions more than 270 units away from him are hit by his axe's blade, and will take 50% additional damage.

BLADE PHYSICAL DAMAGE: 90 / 127.5 / 180 / 247.5 / 315 (+ 135% bonus AD)

THE CHANGES: Decrease the early base damages but increase overall bonus damage for better late game scaling.

OR

Another possible change would be that, if hit by the Axe part of the blade, the additional 50% damage dealt is True Damage.

OR

The Axe part of the blade deals an additional 5% OR 8% of their max hp as physical damage on top of the 50% additional.

OR

The 50% bonus is no longer applied BUT The Axe part of the blade now deals an additional 5 OR 8% of their max hp as physical damage.

These potential changes to adding additional damage to the Axe part of his blade, or changing it to true damage, is to continue to award Darius players with their well place Decimates and make him a more formidable harass champion.

The incentive in lane is for Darius players to keep their enemies at a preferred distance even more so for harass before going in for trades. This also gives enemies a decision on how to approach Darius; whether they want to sit back more in lane for champions who can poke from afar or have them to get in even closer if they want to trade with him without taking extra damage from the outer edge of his Decimate.

This potential change to his Decimate will give darius a bit more of an edge against certain matchups and not allow him to be at such a disadvantage as he had been previously.

W: Crippling Strike-

RANGE: 145 COOLDOWN: 8 COST: 30 / 35 / 40 / 45 / 50 MANA

ACTIVE: Darius' next basic attack deals bonus physical damage and slows the target's movement and attack speed for 2 seconds. Plus an additional .33 seconds for each stack of Hemorrhage already applied to the target. Maximum (3.65) second slow

The Bonus True Damage from Apprehend is also amplified by Crippling Strike.

Crippling Strike's base cooldown is reduced by 1 second for each stack of Hemorrhage on the target.

BONUS PHYSICAL DAMAGE: 20 / 40 / 60 / 80 / 100% AD

SLOW: 35 / 40 / 45 / 50 / 60%

ATTACK SPEED SLOW: 20 / 25 / 30 / 35 / 40%

THE CHANGES: The movement slow of his W is increased and lasts longer with more Hemorrhage stacks on the target but the slow diminishes over the duration. The attack speed slow is unchanged.

The overall idea of the change is to give him a little more sticking power to his targets and allow him to not be kited so easily after he gets a few hits into his target.

E: Apprehend-

RANGE: 540 COOLDOWN: 24 / 21 / 18 / 15 / 12 COST: 45 MANA

PASSIVE: Darius gains armor penetration and bonus true damage on each basic attack.

BONUS TRUE DAMAGE: 5 / 10 / 15 / 20 / 25

ARMOR PENETRATION: 5 / 10 / 15 / 20 / 25%

ACTIVE: After a brief delay, Darius pulls in all enemies in front of him.

THE CHANGE: Darius gains bonus true damage on each basic attack.

This gives him a little more damage in the late game that he currently lacks.


 * Numbers may have to be adjusted.

Not 100% sure on this change; it might not be needed, maybe a cooldown tweak is all to 21 / 18 / 15 / 12 / 9*

R: Noxian Guillotine-

RANGE: 460 COOLDOWN: 140 / 120 / 100 COST: 100 MANA

ACTIVE: Darius leaps to an enemy champion and strikes a devastating blow, dealing true damage.

For each stack of Hemorrhage on the target, Noxian Guillotine deals an additional 20% damage.

Darius can recast Noxian Guillotine within the next 15 seconds two additional times after the first cast regardless of killing the target. Maximum 3 casts.

Noxian Guillotine deals 75% reduced damage on a target already hit by the ability during the grace period and deals 25% less damage to all additional targets on the two additional casts.

If Noxian Guillotine DOES kill its target, it WILL deal full damage on its next cast during the grace period.

If all three casts are killing blows, Noxian Guillotines cooldown is reduced by 40%.

TRUE DAMAGE: 160 / 250 / 340 (+ 75% bonus AD)

MAX TRUE DAMAGE: 320 / 500 / 680 (+ 150% bonus AD)

THE CHANGE: He can now cast it multiple times in a row, 3, during a 15 second grace period. BUT it deals reduced damage if cast on the same target more than once and all additional targets unless it nets a killing blow. And as a reward for 3 killing blows the cooldown is reduced.

The overal cooldown is increased to compensate for the multiple casts regardless of netting kills now.

This still gives the incentive to net killing blows as killing blows also do not reduce sequential damage of the remaining cast(s) and the potential reduction the overall cooldown. 