Diana minor changes

MIXER98·2/13/2017, 8:45:08 AM·1 votes·496 views

Diana is my favorite champion in the game but since the new assasin rework I can't find any reason to play her. The main concept of the rework was to give assasins less of a linear (go in kill, hopefully don't die) to a pick your targets carefully and whittle down the enemy team playstyle, and honestly I feel like Diana suffers from this linear playstyle a lot and the boosts to other assasins makes her unviable.

Mainly I feel her problem is conflicting abilities/roles and a lack of an escape/outplay/break away factor. For her passive it's a 3rd hit proc'd ability, yet your health and attack speed coupled with the fact that your main damaging abilities are burst oriented means that you will die in most fights before getting off three strikes. The E is IMHO unaligned with the rest of her kit I have an insanely high sticking potential with her ult alone I don't really need anymore. Lastly I feel as though the moonlight concept is just under utilized; I could appreciate a high risk high reward champion but in the current meta Diana is just outclassed.

What I would propose is simply to change her first to an assasin not a fighter then her passive and E because the rest of her kit I feel is really well developed as a squishy target deleter. First for her misdirected passive just change it to something along the lines of gangplank with her existing concept (increased damage AOE crescent in front of her) after some interval of time her passive is up and she strikes in an arc dealing increased damage. This I believe would give it both more viability and require the player to decide whether to jump in without it or wait for the increase in burst. Secondly her E instead of a pull make it to where Diana pushes all targets not affected with moonlight away and maybe refresh her passive. This would give her a multitude of benefits from an escape mechanism to an increased ability to lockdown and execute SINGLE targets since she is a super bursty champion already an added feature to the moonlight and again increased player input in which target to attack. Overall, I feel as though these changes are very in line with their direction on assasin champions per the dev thread on the class rework and gives Diana some viability in the current meta.

Sorry for the long post ;P

2 Comments

Purpl3Jungl32/13/2017, 9:56:19 AM1 votes

di main here

the point of kit tho is to not have an escape. i get what you're saying but diana's winrate is healthy. she's meant to be strong in 1v1 ganks, roams, etc. shes not meant to have an escape. remember she cant be op everywhere. she will be less useful in team fights but a great roamer.

Elite4Runner2/13/2017, 12:11:07 PM1 votes

Diana isn't an assassin.

She is a mage / fighter.

She is actually designed to engage and deal sustained damage, but her kit is actually tuned in a way that makes her capable of bursting enemies.

I wouldn't say that this means she is in an unhealthy position at the moment, but she ultimately isn't played the way she is meant to be played, .. and Riot is just okay with that.

So the real problem with your post is that you are comparing her with a class that she isn't meant to be classified as, simply because that is the way that she is played.

That would be like if we changed Yasuo or Ekko into tanks simply because they were played as tanks. This is an extreme example because they were very unhealthy for the game, but it is basically the same thing but to a lesser degree.