Diana diver rework concept

Rozair··1 votes·451 views

I am a passionate Diana main. I love everything about her. I would like to propose a potential rework for her diver update.

Passive: Whenever Diana kills a large monster or siege minion it leaves behind lunar energy that Diana can collect (similar to thresh). Also when Diana travels though area that have limited vision (example jungle) lunar orbs occasionally appear. Diana's basic attacks deal magic damage equal to how much lunar energy she has. She also gains %1 attack speed and 1 armor for each lunar energy she has (this has diminishing returns)

Q: Crescent strike: Unleashes a bolt of lunar energy in an arc dealing 50/75/110/145/180 (+50% Ability Power) (+Lunar energy) magic damage. Leaves a patch of moonlight on the ground at the ending location

Moonlight patch: lasts for 3 seconds. While Diana stands on a moonlight patch her passive damage becomes true damage.

W: Pale Crusade: Grants a temporary shield that absorbs 20/30/40/50/60 (+15% Ability power ) (+20% maximum health) damage for 5 seconds. Also gives 10/20/30/40/50% damage reduction while the shield is active and deals 70/110/140/180/220 (+20% ability power) magic damage to nearby enemies over the duration.

E: Moonfall: Diana draws in and slows all nearby enemies. Also leaves a Moonlight patch where she is standing. Reveals and draws in all nearby enemies and then slows them by 35/40/45/50/55% for 2 seconds. After a 1.5 second delay Diana can reactivate moonfall and erupt any moonfall patches dealing 20/60/100/140/180 (+40% ability power) (+Lunar energy) magic damage.

R: Lunar rush: Dash to an enemy dealing 40/80/120 (+20% Ability Power) magic damage. Lunar rush can also dash to a Moonlight patch causing it to immidiately erupt. Lunar Rush has no cooldown when used to dash to a Moonlight patch.

6 Comments

Zen Ineth1 votes

Her theme isn't zone control. She dogs her enemy's steps and sticks to them no matter what. If she's constantly on the move, then she won't be able to make use of those moonlight patches, thus making her less capable than she is now.

Rozair1 votes

Thematically your right. The design I came up with looks awkward on paper but if you think about it like this:

Diana Q's you just like she does now for less damage. She then Rs you and the zone she created will explode to make up the difference of what she lost with old Q and R. The purpose of this is to reward the Diana player for landing the Q in the first place rather than R to the enemy and kill them with W.

Diana would then W for AOE damage and survivbablity. She does not have this currently and this would fit her theme better as the AOE diver she was meant to be. Currently on live Diana will dive in and then be forced to hourglass in a team fight. The design behind my rework would eliminate this need.

Diana would then follow up with a E. This would pull in all enemies leaving them stuck in her W. At this point Diana is now standing in her moonlight causing her auto attacks to deal true damage. At this point Diana can do one of 3 things.

  1. Auto attack an enemy
  2. Chase down a fleeing enemy with R
  3. Detonate her second Moonlight zone for AOE damage

Diana would not be making zones of control, its more of like a smaller version of trundles W (Frozen Domain) that would empower her. The point is to detonate the zones for burst damage or stand in them for a duel fight.

Overall this would hurt Diana's early game, give her a much better late game as well as a unique purpose in the game. This would also make her a stronger jungler than she currently is because she could actually make use of the moonlight zones.

Edit: Also this would give Diana the ability to jump walls and such.

Zen Ineth1 votes

That's my point. You're not going to -get- to detonate the Q unless the enemy stands directly on top of those small patches, which they won't do. It shifts a lot of Diana's power to situational engages, which are less likely to happen. Squishies will always use their escapes to try and get away, which can be negated by E already, and since they're squishy, they'll already explode from the damage she deals currently. Unless, however, in the rework you're suggesting, she -won't- have enough damage to kill them quickly and mercilessly. In that case, her having moonlight patches will be a moot point anyway, since they're not going to stay in them long enough for you to detonate them. You've just taken half of her power and thrown it away. The only people that -are- going to stand in those patches are the people that are going to be able to kill you, so why have them anyway?

You mentioned survivability. She already has enough of that in W. As long as you max that second, she shouldn't have a problem lasting through a small skirmish. If you're using Diana to dive, then you're either doing it wrong (if you intend to get out), or you're meant to die after taking down your target. She's not a dive-themed champion in any regard; She's a skirmisher. She has enough in her kit to last through the fleeting moments of combat, but not enough to last through any real sustained fight.

Rozair1 votes

her new passive would make her dueling power much stronger. Also her Q R combo would work like it does now, if you know your going to hit with your Q you R on them. This would be a garenteed detonate on the moonlight. I think that the moonlight detonation would be easier to use than you think.

Rozair1 votes

It's funny how you think this is worse than you currently is

Zen Ineth1 votes

She's not a duelist. She's a skirmisher, like Renekton or Riven.

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