Just a quick question on your balance, guys.
Why is Diana allowed to burst people faster than Akali and yet be several times bulkier?
Why is Diana allowed to burst people faster than Akali and yet be several times bulkier?
They are very different. You shouldn't compare them.
Diana: -Has to land a skill shot, unless she wants to put her ult on a cooldown. -Does not get resets
Akali: -Point and click -Has good spell vamp -Gets resets, has 3 charges -Akali's 12 second burst is her weakness/counter play -High risk, high reward
Diana has a reset on her R. That's the definition: a removal of the cooldown. It doesn't have to be tied to getting a kill or assist.
While Akali has spellvamp, Diana has double shields built in that generally give her more reliable bulk than Akali will ever find.
And while Diana has a skillshot, all of her abilities travel far faster than Akali's and have greater bases all around. That's absurd.
And "Akali's 12 second burst is her counterplay"? I'm sorry, what? In addition to the normal counterplay of assassins exploding when they get poked by CC and Akali's only safety being hard countered by bloody pink wards, why should her burst be 12 seconds long. That's only useful if she's snowballing, and even then it's ample time to lock her down and end her streak.
Meanwhile, Diana gets ahead, blows people up in seconds flat (to the point she can literally land a Q and instantly murder an ADC without retaliation), has enough bulk to then walk away freely from the kill, and then is ready to do the same thing in 3 more seconds thanks to her Q's very low cooldown.
In fact, I'm going to have to say that Akali isn't even high risk, high reward - she's very high risk and mediocre reward.
And I absolutely should compare them because they're two champs competing for the same exact role right now with one of them heavily outperforming the other one. Diana right now is an assassin that is a counter to assassins because she can straight out survive their burst while returning it. When you have a champ that just outright stomps all competition in her field, that's not a point of balance - Fizz was doing it and they nerfed him, so why is Diana doing it even better now and being left untouched?
Okay fine, Diana has a reset as well, but it doesn't reset on kill or assist. In this sense, Diana takes more skill because she has to hit her Q, there is no other way around it. If Diana screws up and her ult does not reset, she has to wait awhile for it to come back up. Akali is more forgiving in this regard.
Akali's spell vamp and Diana's tankiness are equal-equal I like to think. It is harder to burst down Diana, but Akali can stay in fights longer.
Akali's three rotations take a minimum of 12 seconds to complete (no CD). She is the slowest killing assassin in the game. The reason why is because Akali has one of the best chasing potential in the game. If Akali's burst was upfront (say, one rotation), then aside from pink wards/focusing her, there would be no other ways to avoid her burst except for playing keep-away, which is one of Akali's problems atm. The fact that you have a 12 second time window to get away from Akali is huge.
Diana's counterplay is to not get hit by Q, or to play keep away as well (if she decides to just R you). Diana does not chase as easily, or as well as Akali.
Akali is very high risk, high reward. You're not receiving the high reward if you're not playing her right. Akali is all about timing and positioning; if you're not able to reach her potential and are dying in team fights, then you're doing something wrong. There is a reason why Akali is regarded as the "AP Master Yi/Hyper carry".
It feels like one is outperforming the other, but honestly it's just the meta (and that Akali got nerfed early season). Diana is thriving in this meta, unlike Akali. If you go back to the previous seasons, Diana was thought of as extremely weak while people were crying about Akali.
No one is currently crying about Diana right now (or that I know of, haven't been on boards much lately), which is why she isn't the target of nerfs. When people cry as hard as they do for Katarina/Akali, then she will be nerfed as well.
Also, Akali is a hyper carry, squishy, assassin-bruiser. Diana is a tanky, bruiser-assassin. If you play them, you will find that they are extremely different.
Akali is indeed in a bad spot right now, but there are reasons as to why Diana has faster burst and is tankier than Akali. They fill different roles. You can't interchange Diana and Akali in every team.
Akali isn't a hypercarry. You high? She's a snowballing assassin with that being her sole identity - in fights she is absolute shit on buttered toast.
And Diana's ult range iiiiiiiiiiis 825 with her Q range being 830 - that actually outranges just about every mage in the game, and beats Akali's ult range by a full 125. Basically, a fed Diana in theory has zero counterplay as if she has enough power to just ult to you and finish you off, you can't retaliate safely because she will outrange you period.
And you can absolutely interchange them. Why wouldn't you? Two different AP assassins - that's like saying you can't interchange Fizz and LB. Two single target, high-burst assassins that may execute their jobs in different fashions but the end result is the same - single target, high burst.
In fact, the oddity here is that Akali and Diana are the most similar in nature due to the functionality of their ults and how they're supposed to take down targets - the reason Diana gets a reset on her ult was originally supposed to be because she was bulky enough to be built a fighter and she'd need a few hits to put her ult to good use, so they prepared it to be able to keep nailing away. She was supposed to be a drawn-out fighter that would keep hitting resets. Now she literally just nukes anybody that comes close because she has no competition - everything that's nerfed about everybody else already had counterplay but was hardly capitalized on in lower ELOs.
Akali's spellvamp is countered by grievous wounds - Morell and ignite both stop her sustain in its tracks. Her shit burst also basically makes her the worst assassin in the game as she can hardly kill her primary target - ADC's - anymore without just getting outdamaged immediately. Her chase potential is subpar to Nidalee's since Nidalee can both escape quickly as well as get in quickly - Akali has one way in and if her target isn't low, she's probably not winning. That almost requires her team to be strong for her in order for her to maintain any power.
Her old safety wasn't simply mitigated by pink wards as she had bonus bulk to help her when people revealed her - now it's movement speed. For one second on turning invisible.
Diana's bulk is unreduceable, near-instant to the full effect, she has a longer range overall, and isn't required to all in to get kills - her Q still functions perfectly well as, again, a 830 range spell. The only assassin with poke outranging this is Zed, and you can still hear the QQ's about him from here even after the nerfs hit. And Zed's ult isn't even 825 - it's 625. He has to use his own form of unpredictable escape in order to reach his target from the same distance, which was his main selling point. Now he's announcing himself for two seconds beforehand, he's required to sit there for more than enough time to retaliate and blow him up, and he has no additional safety or bulk to make up for this - Diana has an AoE Q with an AoE W that gives her a meaty shield on top of an AoE passive hit on her autos that procs as soon as she R's to a target with the addition of an AoE displacement/slow. More than enough times I have seen Diana actually tear down an entire team's health to half with her combo because, while being seemingly focused on single-target damage, she deals atrocious damage in an area of effect in terms of any assassin with the only competition being Katarina if she were to get a reset. Diana doesn't just outdo just about all her competition in assassinating single targets - she's several times better than most mages at blowing up entire teams. Like, what the hell?
Couple all of that damage in with some very, very meaty bulk, and I have to wonder past Fizz being annoying with a single ability that can mitigate some damage if you can't wrap your head around timing against it - how can you believe he is stronger than her when one of the main counters to Fizz right now is Diana herself for those same reasons? And the counter to LB and Akali and Zed and Talon and just about anybody else whose only option is to oneshot her in a single go.
The reason I'm bringing this up at all is because I can already see how she is outdoing everyone else in her role - don't believe me? She's at 51% winrates total (so this includes all lower ELOs) at 14% playrates and 12% banrates. Please note that mid is the most diverse role in the game, so the fact that she has 14% winrates is saying far more than for any other role - she is only beat in playrates by Zed (which Faker has seen to that just being a thing now) and Lux (who, after the buff, is just consistently, oppressively strong as a mage). She is not outbanned by anybody else in midlane, and the only two contenders for an assassin against her are Talon (who still has less winrates, is less played, and is solely an assassin getting bullied out by a duel-purpose champ) and Malzahar, who is hardly played comparatively (about 3-ish%), has 54% winrates, and is technically a mage before being an assassin (which mages are generally just all-in-all stronger at the moment). She is a fighter/assassin who is outdoing actual assassins at their jobs. That is not healthy. That takes the one weakness assassins had - I.E., no bulk and next to no survivability other than an escape - and says, "You know what? Let's make a champ that's just not and call it balanced against her colleagues because she has one skillshot that she can easily spam safely at max range before going in." This isn't a question of whether people think Diana's OP or not - it's that she's legitimately, and unquestionably, outdoing everybody else in her field with no drawback.
And before the Ekko argument comes up about him having way more safety and bulk than Diana, Ekko also has much more fallible and weaker burst than Diana.
Akali is hyper-carry. I'm not the only one who thinks this. You can go to that one thread about Akali not having a W and everyone there says that Akali is a hyper-carry.
You can't place Akali in team comps where you're looking for peel/someone a little tankier/Aoe. For chase and catching people out, you prefer Akali. In some instances, one works where the other doesnt.
Yes, Diana has longer range than Akali (I believe that should revert R range nerf on Akali), but remember that Diana needs to hit her Q for the reset. If Diana is fed enough to instagibb you without first hitting Q, you're doing something wrong, similar to how Akali should not be killing you with less than 2 rotations. You've either fed them too much, or you're not building resistances.
You're also side-tracking here, all I'm saying is that Akali and Diana appear similar, but are very different. Akali sticks better than Nidalee. If you're chasing a target you're not sure you can kill, then you're doing something wrong.
Spell-Vamp can be countered by Morello's, but it does have its strengths. After a team fight, Akali can just find a camp or wave and heal back up and stick around, but if Diana is low then she has to back. Diana is tanky, but that goes with her identity and who she is. She needs to be tanky to fulfill her bruiser role.
If you're not able to kill the carry as Akali, YOU'RE DOING SOMETHING WRONG. Sure, the ADC can buy pinks or whatever, but that's why you buy hourglass or outplay the pink. Build Magic pen or pop banshees with Gunblade. Whatever. You should be able to assassinate the ADC in every game.
I also never said that Diana wasn't strong. I hate her too, and think that she could be toned down, but Diana and Akali are definitely different. Reverse power creep and the meta made her strong. Just wait a few months for the meta to shift to see where she goes.
because diana is 6300 ip everybody knows higher ip means higher dmg