@riot what is the intent for this Diana change
Although it is a small change it seems to me like an overall nerf.
Although it is a small change it seems to me like an overall nerf.
How is giving her E more range a nerf?
It's not more range its more pull and it's a nerf because now if garen/Udyr ect are chasing you you can't e them to slow them down you would now be doing them a favor
How is it a nerf? It's a buff her E pull radius got buffed
It's an offensive buff and a defensive nerf, I main Diana down vote all you want but I know what I'm talking about.
It seems to me that Diana, as a diver, isn't really supposed to be able to escape. She's supposed to go in and wreck faces until she's dead or they are. This pull increase appears to reinforce that.
It may be a defensive nerf, but it makes sense with her gameplay and I think it's more than balanced out by the increased synergy with offensive AOE from other champions.
if you used dianas ult you arent escaping, but if your running through the jungle and the enemy jungler is running towards you a simple pull/slow really helps to run away. also any other diver has some kind of defensive steroid OR some form of escape. Diana has just a sheild WHICH is also one of her main damaging abilities. Brusier diana is not viable because of lack of itemization and she is essentially an assassin due to this. and assassins have escape. If they want to change diana into an actual diver I am all for it but until there are items or her abilties and stats are changes, as far as anyone is concerned she is an assassin.
That seems like a fair point. At least you can still ult to a camp to get away, depending on your position.
P.S. I wonder if you can now pop them over a wall with careful positioning... I want to test this.
At first I thought you were delusional, assuming increase in numbers is always a good thing. But I kinda get where you stand on this, I think Galewin has the best reason, to kind of enforce this full offense design of diana and lower the defensive use of the ability. I wouldnt say its an overall nerf though, considering its an aoe cc it gives her some stronger team fight that she kinda needs, being a fighter.
the cc duration is actually the same because the animation is now faster. It always brought enemies close enough to auto attack no matter what and it still wont pull them over a wall unless they are EXACTLY on the other side which it always did anyways. The only thing they truly changed is now enemies are all closer together for teamfight purposes. This has no effect what so ever for diana and its a straight up nerf for a solo queue diana player. all it does now is look flashy and make it look like it does more than it did before when its actually doing less.
I mean if you got a malphite on your team or a sion I think it would be a buff, but again I understand where you're coming from. I agree it wasnt a necessary buff/nerf.
It an overall buff, her ability to escape has been nerfed but, it has upped her outplay potential. It gives you more time to interrupt gap closing or on contact abilities. So if someone is about to use an ability you can interrupt them and often times moonfall will cancel out their ability stopping it cold providing your reaction time is fast enough. It's also a jungling buff for ganks and a buff to team fighting.