Hai!
Darius is broken.
I have never seen a reasonable argument against this.
He has no realistic mobility (you don't get more than 10% MS max without being in the face of and the focus of 5 people), is highly dependent on a short range pull that is long cd till midgame at best, and has no innate defensive steroids to serve as a proper tank. Among other champions, Elise will eat him alive. In return, he's in the top three for dueling and damage output given the chance to stick. It's a very sharp and vaguely binary champion design, but he's actually one of my favorite characters because he doesn't rely on anything but just outdamaging your opponent through sheer force. Darius actually functions as an anti-bruiser, which is also the source of the QQ (omg i cant pick favorite character x who is countered by darius and faceroll, i better whine about it). Whether counters should exist is another topic entirely, and one I'd probably be happy to discuss.
In general, the state of top lane has been acknowledged to pretty much be broken for the last year at least. Bruisers have been slowly and steadily inflating in power, and in order to operate in top lane you need to have so much free stats, power levels, or mechanics on your kit that you are flat broken in any other environment. This can be seen in 2 kinds of champions: Ones like Darius, who are fine at heart but just don't punish mistakes well enough because of how much damage their spells do to compensate for top lane, or ones like Jayce, Irelia, or Rengar. These champions just do too much, and as a result they are or will be nerfed down to a degree where none of it is particularly powerful, and still dominate because their kit gives them (f.e.) physical damage, magic damage, true damage, an onhit heal, a spell with innate spellvamp, a slow, a stun, waveclear, free tenacity, and a powerful gapcloser.
I've got a question.
The people in this thread say that "carries" can't burst people down as fast in League as they can in DotA, but after playing several games with Rengar, it's to still believe that's the case.
I'm watching Rengar, even in close games, kill people within literally about 1 second. By the time he can click all of his skills (after he ults), they are dead. Even tanks he tears right though almost instantly. No hero in DotA kills people this fast.
Can somebody explain?
Okay so here's the deal with Rengar right now. He's obviously been nerfed since this post, but it's still worth talking about.
Rengar is and was always designed to be a physical assassin. The issue was that he got hit by the Irelia effect, and that he was released in a clunky state so Riot couldn't see how powerful he was actually. After they fixed his passive bugs and made W instant cast, he immediately became a dominating force. Q was a ridiculous burst and scaled hideously well, W was 550 AoE damage that would give Rengar a midgame 2-button waveclear, and R was a near-instant 7 second stealth with MS boost to catch anyone thanks to a reveal.
Then, as Riot is prone to do, they saw him facewrecking and by reflex started kicking him in the shins. W damage nerf, Q CD scaling nerf, less Hp5, ult lasted less time, took longer to get into, and had longer cooldown, and even reduced the heal when they saw him doing absolutely dumb things as a tanky splitpusher (*rolls eyes*).
I did end up asking about this on the forums, and Morello did say they were looking at doing a mini rework to get him back the focused power he needs to be a good character. Because right now, his ult is gimped, his heal is gimped unless you go tanky splitpush (ew), his burst is a lane bully's wonder that falls off after like level 6, and he is simply outperformed in any role he could have by... someone.
Here are those changes though, or at least the first round:
Rengar
Savagery's bonus attack speed duration increased to 4 seconds from 3 seconds.
Battle Roar now heals for ( 40 + 20 health per level ) instead of flat 10% of health
Rengar's stealth delay lowered to 1 second from 1.25
It's definitely a start, but I'm still not convinced this will fix him. Near as I can tell, they A: want him to be a more effective "sustained assassin" (open with large burst, then abuse steroids to finish the job), and B: want him to have a meaningful heal that is independent on his stats so that he's not forced to build tank to use it properly.
Problem is that this just leaves the same mechanics, but in a slightly different place. I'd honestly like to see him lose the snare on his empowered Bola in exchange for something like increased range or another bonus that's more easy to justify giving up your primary burst combo for, and then switch battle roar to physical. From here, he's now a stable character and can be given the power he really needs to do his job.