UPDATE: Akali redesign LITE page, ultimate description fixed for clarity in terms of mechanics. I forget sometimes that not everyone can read minds!
As a side note: what Peri said is true, regarding Darius. I'd like to push his playstyle as far as it can go--requiring him to stay in combat longer to reach "full" effectiveness, but rewarding it even more. His Innate would be weaker per stack but stack higher (and perhaps last longer), his Q might apply two stacks at its sweetspot to further reward players for landing it (instead of mashing Q mindlessly) and make him more potent in teamfights--or perhaps have it spread Hemo stacks to adjacent targets, etc.
Not sure if I'd agree with the whole "his slow doesn't get reduced cooldown with stacks" thing--that's part of what really allows him to ramp up in longer fights and grants him the sticking power he desperately needs to stay relevant and capitalize on his short-range power, but if the overall cooldown were reduced on top of having increased effects with Hemo stacks (or perhaps applying 2)--the movespeed slow and the attackspeed slow, so duels can be favorable for him--then I can see it as being a thing that isn't generally unsatisfying to use.
The only real problem I'd have with his ult only being full power at a higher level of stacks is that, like Morello said, you wouldn't be getting those full stacks in EVERY fight and wouldn't always be using your ultimate at max stacks (sometimes needing to blow it sooner, especially in closer fights)--because the two values that are available in the tooltip are its base damage and it's maximum damage, and knowing these is paramount to being able to ult as early as possible while also getting the reset.
This could be easily fixed, though--if that "double axes" mark that currently appears at 5 stacks also appeared/appeared instead when an enemy's health where at the threshhold where your ultimate would kill them--so if you had 7 stacks and your ult would kill them at that point, then you could pop it and have things done with. It also removes any arbitrary, depth-less skill requirement to the execution (heh) of the ability, since focusing on memorizing values and keeping an eye on the enemy health bar in the top left corner of the screen takes away from the game, and that's not a good thing.
I'm going to reply to this post first, then itemguy's reply next although item replied first, I feel it's more appropriate to reply first to the person I was replying to first.
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