Let's propose some Diana reworks

SmokingPuffin·2/23/2015, 9:18:48 PM·1 votes·309 views

Diana is in a not so healthy state. Her burst pattern lacks counterplay and a proper risk/reward tradeoff (miss Q? nothing bad happens). She's a fighter/assassin and none of these champion designs have worked out well. As a result, she's been on the outside looking in for a while. Let's try to fix that with some new rework proposals.

Here's mine, trying to position Diana as a "light fighter" sort of thing, with more sustained damage and mobility, but less burst damage and tankiness:

Passive - Damage to primary target increased. Q - Now has a minimum range, similar to how Olaf Q works. W - shield amount reduced. E - now Lunar Rush

  • Damage decreased.
  • Mana cost decreased.
  • No longer resets when dashing to a Moonlight-afflicted target.

R - now Moonfall

  • Passive - Attacking a target afflicted by Moonlight resets the cooldown of your Lunar Rush. This effect cannot be triggered on the same target for X seconds.
  • Active - Cooldown, pull distance, and pull airborne time increased. Now grants Moonlight on all targets hit and increases basic attack speed by X% for each champion hit.

Design intent:

  1. Push more of her damage into her weapon. The idea is that Q+E+passive should do similar damage to QRR, but it takes more setup work to make that happen.
  2. Reposition Lunar Rush as more about mobility and less about damage.
  3. Now that she doesn't have such a huge level 6 power spike, we can give her a respectable laning phase with the ability to follow up on jungler ganks.
  4. Diana still doesn't have an escape, in keeping with her fluff. She's also squishier than she was before. However, she can now avoid damage in fights by using her QE or RE for tactical mobility.
  5. The new Moonfall now gives Diana strong initiating power. It still doesn't do damage, but it's a powerful setup move for other AoE damage and landing it on 3 or more people will grant Diana tons of mobility within the teamfight.

Concerns:

  1. This kit may not feel assassiny enough for current Diana players.
  2. Dashing around a teamfight like this may prove hilariously OP.
  3. Teamfight initiation may prove too reliable. Not so good on its own, but really good when combined with Orianna, Lulu, Rumble, etc.
  4. Ultimate designs like this one tend to be stronger in competitive play than in solo queue.

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