Aatrox is a champion in League of Legends. Active: Aatrox slams his greatsword down, dealing physical damage. This ability may be re-cast 2 additional times, each one increasing the damage by 25%.
- Darius Passive Change From Magic Dmg To Physical System
- Darius Passive Change From Magic Dmg To Physical Therapy
Darius Passive Change From Magic Dmg To Physical System
Hello everyone,
I would like to point out 1 Jax ability that still seams unbalanced to me and ulty of Darius that in my view seams a bit unbalanced too. In no way Im raging here - Simply looking forward for ur views, ideas and understanding. thx
1 - JAX
Im playing this guy whenever he is free to play - not much experience perhaps u would say to talk about him but still I would like to go for it. And I would like to judge his 'Counter Strike' (E) ability.
Description: Jax enters a defensive stance for up to 2 seconds, dodging all
incoming basic attacks and taking 25% less damage from area
effect abilities.
After 2 seconds or if activated again, Jax stuns surrounding
enemies for 1 second and deals 50/75/100/125/150 (+0.5) physical
damage to them.
Counter Strike deals 20% more damage for each attack Jax dodged
(max: 100% increased damage).
So what realy bothers me here is his ability to parry 100% ALL basic (AD) damage for 2 seconds + He stuns u for 1 sec after that + but not just stuns he does damage to u after all + and even moreover this dmage scales from 20% to possibility of 100% based on how many attacks he is dodged.
I would like to compare Jax's ability to Fiora's Perry ability that only can Perry 1 basic (AD) Attack. Sure her ability when selected gives passively a bit of attack bonus and when parried she gives back that parried dmg as magic.
But honestly Jax ability is more OP to me compare to Fiora's. Meaning Jax gains a lot of protection from this ability + add that most Jaximuses tanky by nature and do build it self 50% of time into half tanks at list. When in comparison to Fiora is more squishy by nature and actually its her who needs such ability to protect her self then jax. Do u see my point here?
How it can be fix: Once again to me it would be fare if Jax would dodge 100% 1 first basic attack and then dodge next attack only 40% and 3rd only 25% (and keep it only 3 attacks that he can dodge) - or something similar to this. He can keep his stun and dmg that stun does - but since his stun already does dmg I dont think he needs that possibility of growth from 20% to 100% if dodged a lot of attacks - too much in my view dmg from just ability that aimed just to protect Jax. Keep it like 20%-25% - no % growth allowed based on how many attacks he dodged.
Coz lets face it Jax is pretty balanced guy and good champion by it self + add right items for the game Jax already a powerful motherfker pardon my language his other abilities giving him everything he needs to survive, no need empower more defense for him from 'Counter Strike'
2 - Darius
As with Jax I do play this champ whenever he is free to play and what got my attention is his ulty - thats right - dat ulty
Description:Noxian Guillotine - Darius leaps to an enemy champion and strikes a lethal blow, dealing true damage. This damage is increased for each stack of Hemorrhage on the target. If Noxian Guillotine is a killing blow, its cooldown is refreshed.
Leaps to target enemy champion and strikes a lethal blow, dealing 160/250/340 (+0.75) true damage.
For each stack of Hemorrhage on the target, Noxian Guillotine deals an additional 20% damage.
Maximum Damage: 0.0.
The cooldown is refreshed if Noxian Guillotine kills the target.
Now what bothers me here is that he got free ulty every time he kills with FULL POWER as before! Let his ulty first strike be true dmg - its ulty after all, must be unique and special. But I think if its second time no true dmg should be allowed - I mean he already deals a lot of dmg from 'stack of Hemorrhage on the target + Noxian Guillotine deals an additional 20% damage. ' So either remove true dmg from second strike or keep it true but let it be only powerful 40% compare to first one, and 3rd and the rest keep it 25% power of first strike. Or keep it 2 times use only - but reduce it to 25%-35% power only or so.
Frankly when Im play Darius Im always kinda powerful already - and yeah I like his ulty - do finish offten 3 champs in a row - but its like using 3 times ulty - 2 send ones just for free - coz I finished 1 easy to kill champ now I have my ulty again and it even doesnt say ' u have 3 sec to use it again or it will go on cooldown within this time' its just sitting there to be used for FREE again! how fking happy me! Riven would be jealous coz she needs to strike her ulty second time or bad boy cool down will come for her but Darius - Im Free user of ulty! do u see my point?
Powerful champion like Darius doesn't need such powerful ulty at all - it makes him unbalanced towards unnecessary power.
thank u for reading and sharing ur thoughts on this.
Darius Passive Change From Magic Dmg To Physical Therapy
Hi i just want to say that this is my first time posting, so im sorry if i have done anything wrong in advanced, and english is my 2nd language so pls :I.
Anyways this is the current Kit Darius Has:
Passive: Hemorrhage
Darius' basic attacks and damaging abilities cause enemies to bleed for 12 / 15 / 18 / 21 / 24 / 27 / 30 / 33 / 36 (+ 30% bonus AD) magic damage over 5 seconds. This stacks up to 5 times for a maximum of 60 / 75 / 90 / 105 / 120 / 135 / 150 / 165 / 180 (+ 150% bonus AD) magic damage over the duration. Darius gains 5% movement speed for each bleeding enemy champion.
Q: Decimate
RANGE: 425 COST: 40 MANA COOLDOWN: 9 / 8 / 7 / 6 / 5
ACTIVE: Darius swings his axe, dealing physical damage to all enemies within a 425-radius area around him.
SHAFT PHYSICAL DAMAGE: 70 / 105 / 140 / 175 / 210 (+ 70% 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: 105 / 157.5 / 210 / 262.5 / 315 (+ 105% bonus AD)
W: Crippling Strike
RANGE: 145 COST: 30 / 35 / 40 / 45 / 50 MANA COOLDOWN: 8
ACTIVE: Darius' next basic attack deals bonus physical damage and slows the target's movement and attack speed for 2 seconds. Crippling Strike's base cooldown is reduced by 1 second for each stack of Hemorrhage.png Hemorrhage on the target.
BONUS PHYSICAL DAMAGE: 20 / 40 / 60 / 80 / 100% AD
SLOW: 20 / 25 / 30 / 35 / 40%
E: Apprehend
RANGE: 540 COST: 45 MANA COOLDOWN: 24 / 21 / 18 / 15 / 12
PASSIVE: Darius gains armor penetration.
ARMOR PENETRATION: 5 / 10 / 15 / 20 / 25%
ACTIVE: After a brief delay, Darius pulls in all enemies in front of him.
R: Noxian Guillotine
RANGE: 460 COST: 100 MANA COOLDOWN: 120 / 100 / 80
ACTIVE: Darius leaps to an enemy champion and strikes a devastating blow, dealing true damage.
For each stack of Hemorrhage.png Hemorrhage on the target, Noxian Guillotine deals an additional 20% damage.
When Noxian Guillotine kills the target, it can be recast within the next 20 seconds. This can occur multiple times in succession.
TRUE DAMAGE: 160 / 250 / 340 (+ 75% bonus AD)
MAX TRUE DAMAGE: 320 / 500 / 680 (+ 150% bonus AD)
Now this is my proposed tweak to Darius. This tweak will focus around his Passive, the bleed stacks. Please do read this tweak till the end as i have a few comments about the changes.
Passive: Hemorrhage
Darius passive now stacks up 10 times from 5. The damage with 5 stacks on live will = 7 stacks in this tweak, but will increase at 8 9 and 10. Maybe double the dmg at 10.
The 5% movespeed bonus per bleeding enemy champion has been removed and instead been put into his base movespeed giving him a MS of 355 from 340. This is both a buff and a nerf since darius can no longer get up to 25% extra movespeed if he has bleed stacks on 5 enemy champions. This is also needed to improve his ability to stick to targets to ramp up his stacks, vs ranged enemies or enemies with high mobility that he would normally not be able to reach with 340 movespeed. I think this is in its right place. Think lee sin 350 ms, Vi 350ms, Trynd 350ms, kha zix 350 ms, jax 350 ms, they all have 1 or more dash/leap with a ms of 350, Darius has no dash or leap with a 340 ms currently on live.
Q: Decimate
This ability will get a slight nerf early game to compensate for the huge 355 movespeed, currently there are only 2 champions with 355 ms (phantheon, master yi). The ability no longer does 50% extra dmg at rank 1 on the blade part it now does.
Rank 1 : 10% extra dmg on the blade part. Cooldown 8 Sec.
Rank 2 : 20% extra dmg on the blade part. Cooldown 7 Sec.
Rank 3 : 30% extra dmg on the blade part. Cooldown 6 Sec.
Rank 4 : 40% extra dmg on the blade part. Cooldown 5 Sec.
Rank 5 : 50% extra dmg on the blade part. Cooldown 4 Sec.
The blade part of the Q now adds 2 bleed stacks and the shaft adds 1. This will reward Darius players to still hit the enemy laner with the blade part. It also adds a higher skill cap to Darius, and it makes it a bit easier for Darius to add stacks quicker if the enemy is running, rewarding the enemy for fighting Darius in melee ranged where the shaft will hit, slowing down Darius's ramp up of his passive.
This will still do the same dmg it does at rank 5 but will gets a 1 sec shorter cd across all ranks. This is to help negate a bit of the lvl 1 to 5 early dmg this currently has on live. This is due to that the ability is too toxic atm and can zone enemies from lvl 1 already, which is too toxic imho. Honestly having a 355 ms while keeping the Q thats on live atm would be too broken. There would be no escaping it. And if the player maxes q first, he would first reach the 50% dmg at lvl 10 or 9 i belive. This scould give the enemy laner more headroom.
W: Crippling Strike
CD 8 AT ALL RANKS.
The extra dmg scaling will remain the same, but the ms slow and att speed slow will get changed.
This ability now has a MS 20% slow at all ranks, and a 10% att speed slow at all ranks for 1 sec duration at all ranks.
The MS slow increases by 5% for each bleed stack the target has, a maximum of 70%.
The att speed slow also increases for 5% for each bleed stack the target has, a maximum of 60%.
The Duration also increases by 0.5 seconds for each bleed stack the target has, a maximum of 6 seconds.
The cooldown of this ability is reduced by 0.5 seconds for each bleed stack the target has.
Same as the Q, this ability will now add 2 stacks of bleed if the target enemy has their BACK TURNED AGAINST YOU, (think tryndamere W). It will only add 1 stack if the enemy is facing you, again rewards the enemy to fight him slowing down the ramp up of his passive, makes it a bit easier to add stacks to feeling targets, and also adds a small window where you can turn around to dodge the 1 extra stack (think tryndamere w again where you turn to face him quickly to dodge his slow) I got this mechanic from 'Dont turn your back, or expose your neck!' if you get it :I
E: Apprehend
The armor pen has been nerfed in order to give it a shorter cd at all ranks, and a new passive!
Rank 1: 0% pen
Rank 2: 5% pen
Rank 3: 10% pen
Rank 4: 15% pen
Rank 5: 20% pen
The cd of this ability is now 18/16/14/12/10.
New passive ! : When Darius excecutes an enemy with his ult, the amount of bleed stacks the target had removes 1 sec of this ability cooldown.
so lets say the E is rank 1 and the target had 10 stacks at the time of the execute, the cooldown would no longer be 18 on his E but 8 instead, this will give Darius a better late game if he reaches those 10 stacks on a lets say tank, and he had just used the E to help protect the adc or apc, the E would now be up for use again if its rank 5 or close to getting up again giving him the ability to continue his hunt ! 0 stacks = 0 cd refresh, 5 stacks = 5 sec cd refresh.
R: Noxian Guillotine
THE DUNK! The ult now resets ! why ? let me explain !.
Darius now has 10 stacks instead of 5, on live gets 20% bonus dmg on his ult for each stack, at 5 that would be 100%. BUT he now has 10 stacks which means that he rampup has been cut in HALF!, and lets be honest getting 10 stacks on someone and them not dashing, leaping flash or getting a lanthern exit is not a rare thing. There is also cc to get Darius off the target, i think that the reset is in its right place. Darius now gets a 10% dmg bonus for each bleed stack, this will be a liniar growth from 1 to 9 stacks, if Darius scould Reach the 10 stacks that would be insane, as 10 stacks would not be easy to aquire his ult scould litteraly RIP THE TARGET APART, as the tumbnail on his ult suggest. so this is the dmg it does.
From stack 1 to 9 :
Rank 1 : 160 -> 304
Rank 2 : 250 -> 475
rank 3 : 340 -> 646
Stack 10:
Rank 1 : 320
Rank 2 : 500
rank 3 : 680
At the 10 stack the last 10% bonus dmg will put the dmg to the same thing as live, however there is a huge fat bonus :
At the 10 stack the dmg is doubled from the live numbers :
10 stack : 320 The double is 640 true dmg at the 10 stack.
10 stack : 500 The double is 1000 true dmg at the 10 stack.
10 stack : 680 The double is 1360 true dmg at the 10 stack.
The ult still does true dmg regardless of how many stacks you have on the target.
The ult will still keep the AD scaling as 10 stacks is something Darius is not gonna reach in every fight.
For this tweak to work, he will also need buffs to his base stats in form of tankiness as this requires Darius to stay in combat for an extended period of time, in current live he has no form of sustain or tankiness making the base stat buff a must, or something that gives him the tankiness that he needs for this Kit tweak to work.
Now i do know that alot is prob gonna hate on the ultimate, but ive said this 100 times, please understand, reaching 10 stacks is something Darius wont reach every single times he fights, reaching 5 stacks already is hard in live, maybe not 1v1, but in teamfights where darius lacks alot, it will be hard as there will be other champions peeling for the target Darius is after, not to mention the Dash and leaps thats in meta as of this moment and the huge amount of cc in every single team. Darius has weaknesses yes, the counterplay would be to get off Darius long enough for the stacks to run off, or escape or getting help from teammates peeling him off of you.
Now i have prob forgotten something, but i would more then be happy to listen to any feedback you guys might have, is it a bad idea, ? wrong path to take ? good path ? okay path, needs some changes here and there ? let me know, this is the first time ive done this !