I'll start off with the first contest.
Darius has been in limbo for a while now. He started off as a strong bruiser who was known to dominate the 1v1 top lane metagame. However, there were quite a bit of issues with him especially in the games with lower rated players. As a result
Darius got a good chunk of nerfs which keeps him from being played.
The Challenge: Bring forth a series of QoL (Quality of Life) changes that will make
Darius a viable pick even in high level play.
Good luck everyone!


The Challenge: Bring forth a series of QoL (Quality of Life) changes that will make

Good luck everyone!

Darius weaknesses are his lack of mobility and overall lack of reliable CC. There is IMO no way to balance him well in accordance to the current metagame with only a few QOL buffs. You can't just add mobility to a champion with already crazy early game damage numbers. Nor can you buff his early game damage even harder because that'd mean his early game would become TOO overpowering with no counterplay in-lane.
If I were to change anything, I'd probably change his W to cleanse CC like GP and give a small speedbuff instead of the old slow. Remove all the other effects but leave his other skills untouched (perhaps change his passive to deal physical damage if that turns out to be a buff)
I have no clue how to fit that into his theme though and whether it really is a buff or not. Just my 2 cents.
If I were to change anything, I'd probably change his W to cleanse CC like GP and give a small speedbuff instead of the old slow. Remove all the other effects but leave his other skills untouched (perhaps change his passive to deal physical damage if that turns out to be a buff)
I have no clue how to fit that into his theme though and whether it really is a buff or not. Just my 2 cents.
Vynertje wrote:
Darius weaknesses are his lack of mobility and overall lack of reliable CC. There is IMO no way to balance him well in accordance to the current metagame with only a few QOL buffs. You can't just add mobility to a champion with already crazy early game damage numbers. Nor can you buff his early game damage even harder because that'd mean his early game would become TOO overpowering with no counterplay in-lane.
If I were to change anything, I'd probably change his W to cleanse CC like GP and give a small speedbuff instead of the old slow. Remove all the other effects but leave his other skills untouched (perhaps change his passive to deal physical damage if that turns out to be a buff)
I have no clue how to fit that into his theme though and whether it really is a buff or not. Just my 2 cents.
Well currently his passive grants 5% movespeed per nearby bleeding champ. You could change those numbers or make it based upon number of stacks to alter his mobility. QoL essentially means you do not touch his core gameplay. This happened to


The current situation of Darius:
Darius is a champion that punishes the enemy players for making mistakes. If you get too close to Darius, you are pretty much dead. He is a real pain in lane due to that aspect plus the fact that he farms like a monster. However, he is also very vulnerable to ganks since his main damage source (Q) deals AoE damage, meaning that the enemy minions will be damaged by it as well, which pushes the lane.
So the 2 main issues:
- He pushes too hard
- He requires the enemy to be close to him in order to be capable of doing anything
Thus I thought of the following:
P:"Darius gains 5% movement speed for each bleeding enemy champion" -> Darius gains 5% movement speed for each bleeding enemy target. Movement speed increase by this passive is capped at 20%.
By increasing the reliability of the movement speed increase the 20% increased movement speed is more regular in lane. This allows him to catch up to enemies easier and escaping from enemy junglers easier as well without changing too much of his abilities.
Darius is a champion that punishes the enemy players for making mistakes. If you get too close to Darius, you are pretty much dead. He is a real pain in lane due to that aspect plus the fact that he farms like a monster. However, he is also very vulnerable to ganks since his main damage source (Q) deals AoE damage, meaning that the enemy minions will be damaged by it as well, which pushes the lane.
So the 2 main issues:
- He pushes too hard
- He requires the enemy to be close to him in order to be capable of doing anything
Thus I thought of the following:
P:
By increasing the reliability of the movement speed increase the 20% increased movement speed is more regular in lane. This allows him to catch up to enemies easier and escaping from enemy junglers easier as well without changing too much of his abilities.


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GrandmasterD wrote:
I'll start off with the first contest.


The Challenge: Bring forth a series of QoL (Quality of Life) changes that will make

Good luck everyone!
Give his ult complete refresh again so his ult is up at the same time as the renekton/shyv that you see often in top. Increase his base movespeed by 5 to help him out a little bit. Increase his mana/lvl so he can keep up with the resourceless champions that dominate top lane. Give him 10% armor pen on E at rank one instead of 5 so hes got the natural damage to keep up when building full tank like the other popular tops.

Meiyjhe wrote:
Thus I thought of the following:
P:
By increasing the reliability of the movement speed increase the 20% increased movement speed is more regular in lane. This allows him to catch up to enemies easier and escaping from enemy junglers easier as well without changing too much of his abilities.
Might as well change his Q then.
Decimate: Does damage and Darius gains 20% movespeed.
Right now, his passive doesn't really scale to endgame. The movespeed just isn't there. Sure it's 20% at max, but that's only in teamfights. Maybe have the movespeed scale with levels? 5/7/9 possibly? Or even 5/6/7%
Or have

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Introduction
Anyway, with that said, I noticed that a lot of gamers (read: everyone) always have commentary on how a game is designed or how specific aspects should be different... Okay, I know that comes off as a "Lemme show you how hard it is" kind of idea but this really isn't. This is just a place where everyone can show off their skills in game design and see for themselves how it is to design a game. Also, I think that it's easier for eachother's work to be found.
Setting Up Criteria & Judging
Now some rules regarding judging. Regardless of the nature of the contest, there will always be five criteria to judge. Points will be awarded for each, and the one with the most points will be the winner. Easy enough right? Now here they are:
Rules
Contests