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Updates on Diana?

jKhFHVI2Wv··9 votes·4,298 views

I was wondering what's going on with Diana in RIOT HQ since the last post on her. Can we have some news from the Moon? Houston is worried.

27 Comments

RiotIronStylus11 votes

Welp, she's probably not getting any sort of overhaul terribly soon, there's a number of champions that are in a bit more need than her.

In other news! Vesh is going to be teaching me how to use our champion design tools. That may result in some extremely silly experimentation with Diana, at least internally.

Let us imagine the ridiculously OP kit overhauls I could give her, shall we? Hit me with your most toxic and uncounterable mechanics!

nosafterburn5 votes

make all her moves global lol

RiotIronStylus9 votes

make all her moves global lol

Yesssssssss...

exec35 votes

Using Lunar Rush on a target with the Moonlight debuff causes all nearby enemies to gain the Moonlight debuff!

RiotIronStylus11 votes

Debuffception :O

jKhFHVI2Wv6 votes

You want some OP kit? Let's do this Whenever Crescent Strike hits a champion Lunar Rush gains a charge (stays 20 sec or more). The more champion you hit the more charges you get, the more dashes you get. 4 Champions with 1 Banana= 4 Dashes

Another one, If Lunar Rush doesnt kill the target, Pale Cascade resets.

There you go sir.

RiotIronStylus9 votes

Ship it!

jKhFHVI2Wv4 votes

Btw, id like to thank you for Leona and Diana. The design behind those two characters are really some of the best in this game. I hope you (and the design team) still deliver this level of quality.

Filipe1 votes

The only two things I wanted that I think would greatly benefit Diana, but maybe make her too reliable:

  1. Lunar Rush to be a both skillshot and a targeted ability - if you aim it at an enemy minion or champion it does what it does currently, no changes there, but if you aim it at nothing, it's a skillshot dash/gap closer/escape mechanism that isn't resettable and will always have the max CD that the ability has with your current CDR and Rank on it. This would make her much more reliable in lane
  2. That Moonlight doesn't wear off after she's Lunar Rushed to a target afflicted with it. As such, Diana would be able to greatly impact teamfights as one of her big problems - mobility - would make it so she could Yasuo her way in and out of the fray.

Those are my two cents ideas.

dengeniul2 votes

Hey Stylus, you know how some people ask you questions about champion balance or design. Make a broken kit, push it to PBE then show it as an example of why you should never be on the balance team ^^ (seriously take what I said as a joke)

MrBuffington5 votes

How about this: Moonfall actually causes the moon to fall out of the sky, Majora's Mask style, killing everyone.

ModCaptainMårvelous2 votes

The next attack after Lunar rush is an enhanced version of her passive, hitting in a massive arc in front of her. We're talking force pulse x2 size here.

Hyrum Graff2 votes

Diana main here. In terms of OP ideas:

Buff her E range. Any interaction diana has with an opponent (including her ult) adds a stack of moonlight. Moonlight can have more than one stack. Diana's ult doubles in damage for each stack of moonlight it consumes. Using ult on someone only consumes the stack of moonlight on that person.

  • If you hit any ability or AA an opponent, R resets itself indefinitely
  • If the enemy is in a compact group, you can now q-r-e-w-rrrrr into an entire team to deal 1,100 (+ 300% AP) damage to each of them.
  • Add a sunfire to be tanky and put out aoe stacks of moonlight.

Also, if you're ever playing around and want to make a fan really happy, it would be amazing if you wanted to try out my Diana rework concept and give me feedback on it - I'm kind of stalled on it at the moment because, while I think it would work in theory, I have no clue if it would work in practice.

Yours Truly,
Hyrum Graff

Fear Not2 votes

If you hit any ability or AA an opponent, R resets itself indefinitely

R R R R R R R R R R R RR RR RRRR RRRR RRRRRRRR RRRRRRRRRR RRRRRRRRRRRRR PENTAKILL!

Hyrum Graff1 votes

Well, you'd need to hit them with something else first, or your first R wouldn't reset - but once you have moonlight on someone, R would consume the moonlight, and reapply it.

HemiPoweredDrone1 votes

Personally I've had an idea where her ult would cause her to dash to the closest marked unite, then continue to dash to other marked units, doing damage to units she passes through regardless of whether they are marked or not, until she gets to the last one she has marked, rooting or stunning them for 1 second. I got the idea when I tried to come up with a way to make her more similar to Leona, but remain different. I don't entirely know if it would be OP, it sounds like it could actually be balanced to be effective, but the kind of ultimate that could turn the tides of a teamfight.

I think the biggest issue with Diana is that her lore sets her up as someone diametrically opposed to Leona, yet their kits are just completely different. They aren't opposed, just different. They do have their similarities, anyone that has played Diana and AP Leona (It works, trust me!) should realise how similar effective builds are, but they don't really seem to have the kind of relationship that I would really hope to see from her. Her method of debuffing is one area where they are similar, but something just seems off about them being related, the things that make them similar don't really seem like they're really what should be defining their relationship. It's sort of the same way I feel about Kayle and Morgana, I can kind of see their similarities and differences but they don't seem strong enough. They're both pairs of bitter rivals, it'd be cool to see a kit that really shows that.

Going off of that, I feel like you would be one of the best to have the job of really delving into her kit and making Diana a true enemy of the Solari. This isn't flattery, okay, maybe a little. You're probably the most intimately familiar with Leona and her kit considering how much work you've done with her plus how much you seem to love her. I don't want Diana to be Leona, but I'd like for her to really seem like someone diametrically opposed, someone you instantly see and realise "this bitch hates the Solari." I mean, you did contribute to her before, but is there anything that you would want to go back and fix? How much input did you have on her design anyway? Maybe I'd see it more directly if I played her more, though, god damn is the IP grind heavy.

Sidebar, is there any chance you'll be the main designer of any champs soon? I absolutely love Quinn and a lot of your other work, I'd love to see more of your brain babies.

JJO 7 votes

Hey guys Im an Diana main (platin 3 ). In my oppinon she´s viable ,but it would be cool if her passiv gets a timer. If u have the passiv nobody knows how long u have it.

Btw @IRONSTYLUS i love your drawings :D here is my Iphone cover https://twitter.com/JohannesBretz1/status/487947981866688512/photo/1

Cerbearus1 votes

They are probably just sitting around eating Bacon.

jKhFHVI2Wv1 votes

Well at least they are having a good time.

Deep Terror Nami1 votes

How about change Lunar Rush so it's weaker but doesn't remove all other Moonlight debuffs, that way when you reset it you can use it on other Moonlit targets and get reset again. Hell, Akali and Katarina get to.

JJO 1 votes

I´m playing Diana as a burst mage. If u make her ulti weaker ,she can burst anymore. == > she will be useless

Deep Terror Nami1 votes

I'd personally rather be able to ulti in for slightly weaker burst, and be able to use it to move around in a team fight and escape out if need be; rather than use it twice and your only escape is to Flash. That's the only issue with her, she can't get out once she's in. She could be a top tier champ with a slight change.

Ultimate Doge1 votes

I like sustained damage dians more than bursty Diana. I heard that they Riot may remove all damage from Lunar Rush and buff her as and buff the hell out of her passive.

archonshope1 votes

Hi guys, just pitching in here.

Somehow I met a dude on EUW who mains Diana (haven't seen her in ages) and he did incredibly well, which really inspired me to pick her up again.

Had great fun from the start, played her top mid and jungle so far.

I main top and jungle. She doesn't feel cut out for the jungle, she can clear it just fine but that's about it.

Top is dangerous because you don't have mobility, but still feel like she might have a good shot at top like the new gragas and the rest of the AP top laners (Ryze, lulu, malphite, zac?)

In her current state the only problems I encounter are the next: slightly to mana dependent, you might want to look at that her E feels not worth to level or allocat a spell point in early on.

The funny thing that is that it reminds me of the Jarvan syndrome (Jarvan is my main btw). So what happens is one skill feels so underwelling compared to the rest of the kit, that you ignore that skill until level 8 and just max the other 2 skills.

For jarvan you gave him better mana / shield rations which makes it worth to take it at least at level 4.

For diana even if you lower the mana cost on her E, it's probably not gone do much since the skill on itself doesn't offer any ealy game trading power. But that might be something to look at when you try to shift her to a ap tank mage in a not to distant futher.

I like her as she is even if you have different plans with her in mind. I'm curious how you're going to accomplish that. From what I can see, you already did an amazing job with gragas so far shifting him from mage to AP tank for top with good durability, great displacement tools and nice damage in melee form that's nothing to scoff at.

Khodexus1 votes

I actually like playing Diana ADC or Support, in bot lane. I feel her kit just works best in conjunction with another player. In either case she needs a ranged companion for her lane, but she just struggles a bit with mid or top, and I suck at jungling. As you mentioned, her mobility/zoning capacity hurts her top lane game, while her mana issues hurt her mid lane. In bot lane she can conserve mana more, and by having a partner it shores up her mobility/CC issues. Plus she actually does pretty well with some of the support items. I tend to favor Targon's Brace, but that's just me.

As a note, I wouldn't mind if she was brought 'thematically' closer to Leona by having all her abilities apply the moonlight debuff, instead of just her Q (Ult could consume then reapply it, similarly to Lux's ult).

skippersd1 votes

I had an idea for a not stupidly OP kit:

  • P:The three autoattacks: 1st, normal AA, 2nd attack has a 0.3 AP ratio and 5-50 base damage, the third cleaves just as live with 0.6 AP and 15-200 base damage. AS bonus is 20%+10%/100AP (Reasoning: overall buff if you keep attacking the same champ, but a nerf to AA the creeps twice, then Q-R-AA playstyle.)

  • Q: : 90 / 135 / 170 / 195 / 220 base + 0.5 AP Mana cost 50 at all rank cd: 8/7/6/5,5/5 (Reasoning: Strong buff to early game (especially early game waveclear), but nerf to Q's late game damage.)

  • W: Shield's CD starts when used, not when all three orbs are detonated. AP ratio of orbs is 0.2->0.15, shield strength ratio is ~10% bonus HP/100 AP CD is 12 sec, and every autoattack against champions lowers it by 1 sec. (Reasoning: Nerf to AP heavy burst mage Diana's survavibility, buff to bruiser Diana)

  • E: No change

  • R: AP ratio is reduced to 0.45. (Reasoning: Nerf to QRR playstyle.)

  • Moonlight: Duration is 3->4 sec, has 0.5AP ratio upon consuming. (Reasoning: Yet again, nerf to QRR)

Overall: An assassin Diana's rotation is Q-AA something & wait-R-AA-Q-R-AA-R, similar to akali's spell rotation. You have several windows of weakness (wait out the debuff in a safe distance, don't get hit by the second Q). It is a numerical buff, but only if you land everything. As for a bruiser diana, you got QR-E-W for respectable burst damage, then the buffed AAs (and buffed attack speed) for damage, and W's reduced CD for survavibility.

Edit: Based on RoA, i adjusted W's ratio

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