Diana Gameplay Changes (Suggestions)

Metallize··3 votes·850 views

Greetings Summoners. As you know, Diana is an AP Jungler with good sustain, but there are other junglers that simply do the job better. Her ganks prior lvl 6 are weak compared to other junglers.She needs to wait till level 6 for her ganks to be stronger. Perhaps thats the reason why she is used mostly at mid xD. Anyway, I've always thought about how Diana could be a better jungler. So here are some changes that I really like and hope you guys do.

My focus in these changes is to improve her Jungle role and her reliance on her passive damage. I will first put the original abilities and then suggest my changes to it. So here we go:

Abilities

Passive:

Moonsilver Blade Every 3rd attack cleaves nearby enemies for 20 / 25 / 30 / 35 / 40 / 50 / 60 / 70 / 80 / 90 / 105 / 120 / 135 / 155 / 175 / 200 / 225 / 250 (15 + 5 / 10 / 15 / 20 / 25 at each level) (+ 80% AP) magic damage. The counter will reset if Diana hasn't attacked for 3.5 seconds. In addition, Diana permanently has 20% bonus attack speed.

Changes: Diana permanently has 25% bonus attack speed.

Q:

Crescent Strike ACTIVE: Diana unleashes a bolt of lunar energy that travels in an arc. Enemies struck take magic damage and are afflicted with Moonlight, granting sight of them for 3 seconds. MAGIC DAMAGE: 60 / 95 / 130 / 165 / 200 (+ 70% AP)

No Changes

W:

Pale Cascade Diana creates three orbiting spheres that detonate on contact with enemies to deal damage in an area. She also gains a temporary shield that absorbs damage. If her third sphere detonates, the shield gains additional strength. Creates three orbiting spheres that explode on contact with enemies dealing 22/34/46/58/70 (+20% Ability Power) magic damage. Lasts 5 seconds.Grants a temporary shield that absorbs 40/55/70/85/100 (+30% Ability Power) damage. If the third sphere detonates, the shield increases by 40/55/70/85/100 (+30% Ability Power).

Changes: If the third sphere detonates, the shield increases by 40/55/70/85/100 (+30% Ability Power), and Diana gains 12/14/16/18/20% bonus movement speed for 2/3/4/5/6 seconds.

This change will allow Diana to stick to a target when trying to gank a lane since she no longer has Moonfall for CC.

**The upcoming changes are big. I swapped her E (Moonfall) with her R (Lunar Rush). **

E:

Lunar Rush Diana dashes to an enemy and deals magic damage. Lunar Rush has no cooldown when used to teleport to a target afflicted with Moonlight. Becomes the living embodiment of the vengeful moon, dashing to an enemy and dealing 100/160/220 (+60% Ability Power) magic damage.Lunar Rush has no cooldown when used to dash to an enemy afflicted with Moonlight. All other enemies will have the Moonlight debuff removed regardless of whether they were the target of Lunar Rush. RANGE: 825 COOLDOWN: 25/20/15 COST: 50/65/80 MANA

Changes: Lunar Rush now deals 50/60/70/80/90 (+35% Ability Power) magic damage RANGE: 825 COOLDOWN: 20/18/16/14/12 COST: 35/40/45/50/55 MANA

Diana will have higher possibilities to gank succesfully since she can now use Lunar Rush at early levels. P.S. The damage is low because you most likely will refresh the cooldown of it with your Q so the Maximum Potential Damage is 100/120/140/160/180 (+70% Ability Power)

R:

Moonfall Diana draws in and slows all nearby enemies. Reveals and draws in all nearby enemies and then slows them by 35/40/45/50/55% for 2 seconds. ** RANGE:** 450 OR 350 (Dunno which one is correct. Wiki says 350; League says 450)** COOLDOWN**: 26/24/22/20/18 COST: 70 MANA

**Changes: **

Diana strikes the ground drawing all nearby enemies toward her and slowing them by 50/60/70% for 2/2.5/3 seconds. Diana unleashes the true power of the Moon granting her additional powers for 15 seconds. This duration is increased by 2 seconds for each enemy Diana draws in with Moonfall. ** Ex.** If she hits 5 enemies with Moonfall the duration is increased by 10 seconds.

-Her permanent bonus attack speed from her passive is doubled. (from 25% to 50%) -The bonus movement speed from Pale Cascade is increased by an additional 15% (It could be 10%) ** Ex. **If Pale Cascade is maxed, then it would be 35% bonus movement speed -Luna Rush's travel speed is increased by 25% (dunno if this is possible but I like the idea xD)

RANGE: 500 COOLDOWN: 60/45/30 COST 80/90/100 MANA

This will potentially improve Diana's passive damage usage.

P.S. This Moonfall change would require particle changes since the range is increased. It would also need particles to indicate the active. Perhaps her moon scar and sword glowing or/and a Lunar Symbol (the same on her head) floating at her back just like the thing Irelia has on her back, but instead it would be made of light.

Anyway, let me know if you like it, and I gladly accept feedback.

**The Moon will rise. The Night will last forever. **

9 Comments

LongFur Fox2 votes

Overall i like this but i should mention that since you severely decreased lunar rush damage without giving her additional damage elsewhere beside additional attack speed this might make bruiser builds more viable than assassin builds. Now i prefer playing her as a bruiser so i don't mind but i know other people does.

Metallize1 votes

[{quoted}](name=LongFur Fox,realm=NA,application-id=3ErqAdtq,discussion-id=84w0L1JH,comment-id=0001,timestamp=2014-12-11T05:09:14.663+0000) Overall i like this but i should mention that since you severely decreased lunar rush damage without giving her additional damage elsewhere beside additional attack speed this might make bruiser builds more viable than assassin builds. Now i prefer playing her as a bruiser so i don't mind but i know other people does.

I also thought it was really low, but if u think about it, Diana would have more dmg prior lvl 6. She would have her passive, Q, W, and double E to combo with. Plus, if you increase E dmg , then mid Diana would be hella bursty leading to nerfs :/ Also, her passive does considerable dmg at lvl 6 so increasing the potential of procing more than one passive due to her ult buffs is worthy for me. (IMO) Thanks for the feedback. I really appreciate it.

LongFur Fox1 votes

While her early game indeed gets better her burst after level 6 is still kinda bad with your changes. You could give a large scaling on her lunar rush to fix this. Having lunar rush damage increase like 50/95/140/185/230 (+60% ap). This would give her the old burst back but keep it away from her at early levels. It would however also mean that the extra things you give her for the moonfall would be straight buffs. I know this sounds weird but i think the hardest part of changing diana is that she can currently build as assassin and bruiser (bruiser being slightly weaker) and any change that nerfs one side while buffing the other will be looked at negatively. Personally i would take your changes as is, build tri force or a couple of tanky ap items and then straight tank as that seems like it would be fun.

Metallize1 votes

[{quoted}](name=LongFur Fox,realm=NA,application-id=3ErqAdtq,discussion-id=84w0L1JH,comment-id=000100000000,timestamp=2014-12-11T08:28:03.618+0000) While her early game indeed gets better her burst after level 6 is still kinda bad with your changes. You could give a large scaling on her lunar rush to fix this. Having lunar rush damage increase like 50/95/140/185/230 (+60% ap). This would give her the old burst back but keep it away from her at early levels. It would however also mean that the extra things you give her for the moonfall would be straight buffs. I know this sounds weird but i think the hardest part of changing diana is that she can currently build as assassin and bruiser (bruiser being slightly weaker) and any change that nerfs one side while buffing the other will be looked at negatively. Personally i would take your changes as is, build tri force or a couple of tanky ap items and then straight tank as that seems like it would be fun.

I agree that her dmg might be low. I'm only worried to give her too much burst power since the idea of my changes is for her to use more of her passive for damage. Unfortunately, I can't test how big the changes would affect her. Also, I don't think Riot sees Diana as an assassin as other players do. She is labeled as a Fighter with secondary mage.

LongFur Fox1 votes

There were some threads on a rework (with the promise that it would most likely not lead to anything) but i remember a rioter (can't remember which) ending with the conclusion that the community mostly likes her as an assassin and if she would be reworked or tweaked by him then she would stay an assassin.

Quepha2 votes

her jungle clear is so good right now that i don't think she needs any buffs. it doesn't really matter if she can't gank before 6 because she zooms there in only a few minutes if you get W up to 2 or 3 as fast as possible.

Metallize1 votes

{quoted} her jungle clear is so good right now that i don't think she needs any buffs. it doesn't really matter if she can't gank before 6 because she zooms there in only a few minutes if you get W up to 2 or 3 as fast as possible.

I know her jungle clear is really good, and I know she doesn't need buffs. I just want to enhance her jungler role since its not fun that you have to wait till lvl 6 for your ganks to be more successful.

Tusutaki2 votes

I like it although the only concern I may have is how strong her laning be if she doesnt go jungle. As she could be an AP version of Lee Sin

DrClothesHanger1 votes

I like the swap of her r and her e, her dash is sweet, but after dashing in moon fall lacks power. Making it her ult would make her a significantly stronger team fighter. I agree with these changes. They would be AWESOME!

More from Gameplay