@Riot heard some interesting things regarding Diana and her "rework"

OMFG Cookies·10/18/2016, 10:35:26 AM·1 votes·596 views
Thoughts on Diana's inevitable changes * /r/DianaMains

not a post created by me but something i kinda wanted to repost here and get some of that good old riot meddler talking going, i mean after all you asked for feedback XD.

so this kinda scares me if this is true because i think diana is one of the worst pre 6 junglers in the game and i personally think shes way better in lane due to that fact and her highest win rated item builds, which get pretty expensive (also i main her mid, so incoming bias). heres why: when she does hit 6 she has to expend 2 skills at least (preferably 4, technically 5 with r reset) in order to do what alot of what "6-then-gank" jungles do (skar ww malph insert r champ here), which im not saying is impossible but i think its extremely inefficient with the current jungle meta being focused on early pressure -> off tank. another reason, is if she tries to gank pre-6 she needs to try to flank from behind an enemy and pray that her lane shes ganking can follow up or simply not gank; which at a some what decent clear speed she cant really counter jungle as effectively as say, nunu or shy, to offset the gold disparity of another jungle oppenent that is ganking pre-6 with kill potential pre-6 (a whole host here so im not going to list). sure her kit was designed for jungle, but her win ratios are kinda higher mid and more consistent of a performance there too. as a result, i think nerfing her really only safe way to trade/farm in lane (q) is a really really bad idea and granted i understand that nerfing the ratio while buffing the passive being added to a r is a trade off but it really keeps her lane pre-6 "unsafe and punishable" which seemed to be something you wanted to avoid. again the aa added to the r would be nice but i think it would be way smarter to give her a resists boost if she hits a target that is marked by moonlight (passive on q) with her lunar rush (r) and just keep it at that. this would allow plays like the famous "one-combo -> wait for back up" to be a bit more consistent and allow for alot of ease off the escape route (r after q to a minion and run like hell) without pushing her into the "possible to much numbers/may need nerf" domain and keeping her skill ceiling high. again, this is just my 2 cents, i think the aa added to r would be enough or just add resists to her r off of q (secretly i want both but i know that wont happen XD). i would like to see a micro-rework on her but im afraid she will lose her identity and kinda slip into the "you have to jungle now" role. yea yea yea, im bias but i feel like i have a valid point for all us diana lane mains out there.

TL;DR: reworking her to focus on jungle is bad, imo, because you make lane weaker and will have to buff her post-6 to make up for it, which in turn will make her even more "feast or famine" oriented if laned. this will in turn make her really only efficient in the jungle due to a more despairing weakness.

i think you guys/gals will do fine out there but i wanted to post some feedback for you.

Diana

1 Comments

MLDzXnRRR10/18/2016, 10:54:33 AM1 votes

Man, noone is gonna read this wall of texts without clear paragraphs. I think that she is not a great design - her Q and E are interesting. She looks like a mix of Jax and Akali - two champions with simplistic kits that are also in need of VGU.