The Difficulty in Balancing Diana, Scorn of the Moon
So Diana since release she has been in this weird place where she was suppose to be designed as a bruiser mage. She was near immediately nerfed due to the amount of damage she was able to do going full AP. Now she sits in this weird place still in that she is either incredibly effective or not at all. But let's look at the relevance between her and her AD counterpart, Riven.
Diana/Riven Similarities
- They both have a movement enhancing ability, for Riven her Q and Diana her R, that does damage.
- They both have a CC ability to control a dual, Riven's W and and Diana's E.
- They both have an on demand shield that scales.
- They both have a ranged "nuke". Though Riven's is actually an execute as Diana's is meant for harass and ult.
This kinda shows that Diana was actually designed to mirror Riven in game play but as AP. So what went wrong? Quite simply, AP doesn't translate to basic attack damage. Though Riven does do quite a bit of damage with her abilities, just like Diana, the kit is actually designed to control a fight, just like Diana's. But in the efforts to allow defensive items to be built for a bruiser style the damage scaling had to be increased to allow relevant damage. Counter intuitively though, this increase in scaling made her more effective as an assassin.
This balance decision made Diana a very awkward champion as her kit was always torn between controlling a fight and just blowing someone up. So can it be fixed? I think so. But lets step back and examine what she was meant and designed to do. First, she was advertised in mid lane which is notorious for mage and assassins and so having a bruiser option would of seriously diversified how picks, bands, and plays would of worked. So we are looking at a mage champion with a bruiser play style that can hold up in the middle lane. Second, her mana pool is one of the worst in League of Legends, starting with 297(.2), which is 4th worse for mages, and a growth of only 40, again that bottom of the list for mages. So she wasn't meant to ever last is extended fights, making her very anti-team fight and more split push 1v1. Not saying that she can't team fight, but that after 2 combos she is dry which isn't exactly great for multiple targets (remember, E has an 18 second CD, so you're probably only going to group them once with it). Third, her kit is designed to control a fight against a few targets at most.
So to recap
- Advertised as a Mid-Lane Bruiser to diversify gameplay
- Tiny mana pool relating more to that of tanks and fighters
- Control oriented kit
So what needs fixing?
- Passive - Ambient Attack speed and cleaves every third strike for extra damage heavily based on AP. This is perfectly fine as it is as it rewards the third melee strike within a couple seconds. This allows healthy play/counterplay based on basic attacking.
- Q - Can deal decent AOE damage and marks the target so the Ult has an instant CD and granting vision. The damage on this is the only problem as the sight allows for healthy bush play for Diana that is dodge-able and reinforces the desired repeated use of the ult. So I would say have 50% of Q's damage activate on ult hit, this rewarding the melee range game play more and allowing more counter play.
- W - Granting an on demand shield that can be doubled and does decent damage in small AOEs. With the near melee range of this ability it reinforces the melee style play, but with the shield and damage scaling off of AP in the way it does reinforces glass cannon builds. Simple fix, shield more damage less. Her game play revolves around hitting them with her sword more that nuking, so her shield shouldn't add much to damage. On the other hand, she is diving into a fight whether it's one target or the enemy team. So how to balance this in both cases? Extra shield per orb per enemy champion hit I would say. This means that 1v1 she cant get a godly shield but when diving a team she doesn't die immediately. This would require the shield AOE to be increase a little more, but remember the damage scaling on AP should be halved at least. This would also allow control synergy with Rylai's, a tankier AP item.
- E - A large AOE displacement toward's Diana that slows. I would say this ability is perfect as it is, with the reduce range from release allowing counter play dashes. Riot did good on the changes to this.
- R - A moderately long range dash that deals damage. Overall, this ability is perfect too. The current combo leaves the ult in an odd spot as the Q does just as much damage and that the target is usually dead by the second Q anyways making it so you technically only needed to ult once anyways and therefore only Q ahead of time to cycle the spell faster. This allows for more interaction and less, "by the way, you're dead," game play.
Quick Recap
- Passive - is fine
- Q - 50% damage triggered by ult to encourage more play/counter play
- W - Bigger AOE and Shield per Champion hit, but drastically less damage.
- E - is fine. Nice work Riot
- R - is fine.
And so overall, I would think this rework would move away from the unhealty no counter 100-0 assassin play and move her back to where she originally was meant to be, A Fighter Mage. And retouching on the Keys of what she was meant to be, I think this lines up with a lot of it. She would be more melee based but not impossible to hold out in mid. Her mana use would be more rewarded in combos and damage mitigation. And the control play style is maintained. If nothing else, it's a start.