Diana rework needs to happen
Here's why!
A rework on a AP using bruiser would be revolutionary for the game. There is currently not one who exists and Diana would fit the perfect candidate for this role. Diana already has good tower pushing, however her kit makes her more of an assassin than a bruiser. There are a few key points to point out that could help Diana fit her role better.
Base AD: 53 >>> 58 Base Armor: 31 >>> 32
Passive: Moonsilver Blade: Diana's melee attacks cleave and deal 7 - 85 (based on level) (+ 30% AP) magic damage.
Q: Crescent Strike: Diana unleashes a bolt of lunar energy that travels in an arc, dealing 30 / 45 / 65 / 80 / 100 (+ 35% AP) magic damage to enemies hit and afflicting them with Moonlight for 3 seconds.
Passive: If Diana basic attacks an enemy with moonlight, or hits them with lunar rush it consumes moonlight on all nearby enemies and pulls any enemies within 225 units to her location (current moonfall) dealing 30 / 45 / 65 / 85 / 110 (+ 35% AP) magic damage
W: Pale Cascade: Diana shields herself for 30 / 45 / 60 / 75 / 90 (+ 30% AP)(+ 10% bonus health) up to 5 seconds and creates three spheres that orbit her for the duration, detonating upon contact with an enemy and dealing 22 / 34 / 46 / 58 / 70 (+ 20% AP) magic damage to nearby enemies upon detonation.
If all three spheres detonate, Pale Cascade's shield is reapplied, stacking with its original shield, and its duration is refreshed.
E: Lunar Rush: Diana dashes to the target enemy, dealing 30-60 / 60-90 / 90-120 / 120-150 / 150-180 (+ 60% AP) magic damage based on enemy missing health.
If the target is afflicted with Moonlight, the effect is consumed on all enemies and Lunar Rush's Cooldown is reset.
R: Targon's Rage: For 10 seconds Diana gains 450 range, 60 /80/ 100 % attack speed and tripples Moonsilver Blade's damage.

