LoL: Theories on the game of Darius in Project L. –

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After analyzing Jinks and Ahr, It’s time to take a look at the third of the five champions who will definitely join Project L. Again, it’s an education and there’s no real knowledge., which will certainly become clear in the coming months. Noxien’s LoL gameplay will be explored in detail before focusing on his special spells.

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Introducing Darius’ Spells

game transfer

League of Legends, Darius belongs to the category of Yugernauts. (Colosse in French, although the term mastodon is more often used by players). They are relatively tough champions (second only to clean tanks) that can deal massive damage but have limited mobility. As a result, the Noxus hand should be at a low-speed moving average in Project L. They won’t have shells, but The giant ax should allow him to have a pretty good range compared to normals to compensate for the fact that some of them have to get out slower than aggressive characters. Finally, runners really exist in VS games. They are characterized by shielded fire (that is, the animation of the fire is not interrupted if the fighter fires a single shot at that moment. However, multiple hits can stop him) and Darius logically has to return some of them.

Darius in Project L. - League of Legends
Darius is at Project L.

His tough nature needs to be slightly above average for his health to stay in League. It will be vulnerable to zoning, having no choice over very long distances. Nimble and fast characters will be hard for him to catch, but he should be able to literally destroy health lanes with just a few combinations. As such, Darius will be a relatively slow fighter with above normal range, but no mobility or ranged abilities.

spells

In Summoner’s Rift, Darius’ first spell (A/Q) is a 360° ax swing that heals based on the number of enemy hits. Healing mechanics are generally rare in fighting games and often uninteresting, it’s reasonable to assume that this enchantment will change a bit. The idea of ​​the game could have been kept while allowing Darius to go a little further. This move can be shielded or immune to bullets, both being an option against bullets and allowing to be approached unscathed. In some cases, this could punish a character for not letting the shell go far enough.

The second spell (Z/W) is a melee ax that slows the enemy. ETCThis enchantment is a great candidate for armor that could potentially be reversed if the opponent gets stuck on Darius. (But only because it will remain static in this case). It can be used to complete combinations that are very difficult to clear. Another interesting option would be for the shot to become anti-aircraft, with which Darius would come to the top. This assumption is based on the first images of the game rather than its gameplay in LoL.

Special anti-aircraft or normal fire?  Is the idea protected or abandoned?  - League of Legends
Special anti-aircraft or normal fire? Is the idea protected or abandoned?

The third spell (E) is potentially the most interesting, tied to the heart of the Hand of Noxus game. This is a clutch used to start a combo in League. Might be an order in Project L, but it will juggle rather than do major damage/heavy removal (A blow to throw the opponent in the air). Darius once used it to launch a combo as he could chain his opponent in the air. The capture side of the command isn’t necessarily saved, but Jongle’s idea mirrors his League of Legends mechanics.

Final Darius (R) is a true damage spell whose damage depends on the bleed effects the champion inflicts with their attacks and spells (ignoring all forms of reduction except invulnerability). It might be good to keep the idea of ​​raw damage in a fighting game as long as what needs to be super before scaling does less damage than traditional super damage. For those unfamiliar with the term, in fighting games, the longer your combo, the less damage your shots do so the player doesn’t die in a single combo. If Darius Super is unaffected by damage scaling, Therefore, it deals more damage than after the full combination of the average symbol, but less damage to balance it directly. Another interesting theory (but it’s highly unlikely, meaning we only have it in this article) would be that after Darius takes command (in his previous theory, E), he could cancel his moves specials and the super would do more. Damage based on the number of special moves performed in combination. This can give us the route: Take Command (E) > Bring opponent back AA (Z/W) > Up (A/Q) > Super. Of course, it would certainly be possible to optimize by adding normal gestures.

Thus, this would make Darius a more used character as a presenter (the last character on the team) and return once the Super Bar is full in hopes of a devastating combo. He could have been an interesting assistant with his armored moves, but had to suffer from his poor mobility against two characters.

Source : Millenium

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