Diana Rework, for our Beloved Scorn of the Moon!

Diana's problem is her kit, it's hard to balance by nature. The reason for this that I see is that the kit doesn't provide Diana enough tools to be specific type of champion; therefore, she will probably always feel underwhelming unless she's over tuned. Don't get me wrong, Diana has been a solid champion in the meta many times throughout her release, and I loved playing her! However, Diana was always short in terms of specific tools that Assassins or Bruisers would have, but was either strong or weak numbers wise.
Specifically, Diana's problems as an Assassin lies with that she does not have an escape. If she goes into the fight, she better win and kill her target, or she's going to die her self. She's not a Zed, or a Talon, that can decide whether to save their W or R respectively for their sweet getaway, or to further close in on their target. Diana literally just shoves herself into the fight, kills (or doesn't) someone, then hopes that she won't die. It just always seems that unless you're winning as Diana, it is hopeless.
As a fighter, Diana's kit doesn't give enough tankiness to make her into a fighter without breaking her. The problem with this lies within the mechanics of her shield and the lack of having a second source of tanky stats. She has her CC, her gap closer, and a shield, that's all really awesome! But, she definitely lacks compared to other fighters. As I said, her shield's a problem. Shield's are instant rewards and are crazy when trading in lane and should not be given to fighters. Shields are affected by its user's resistances, it allows you to regen under it, and heal, shield's are tools for Assassins or hard tanks, or should just be a reward for a good ultimate.
Let's bring some well-rounded fighters into this: Irelia, Xin Zhao, Jarvan IV. Irelia has 2 heals and a tenacity buff, all of this revolves around how often she's auto-attacking, how many champion's she's hitting, and how many enemies are around her; what makes this work is that Irelia NEEDS to be active in the team fight to gain anything out of her kit while Diana just has a shield that would arbitrarily reset if she gets close to the fight; however, Shield's are INSTANT rewards and do not promote any sort of counter play, just clicking a button by reaction. Xin Zhao has a heal and an AoE that grants him tank stats per target hit. Again, rewarded for being active in a team fight. Jarvan has a shield, similar to Diana; however, his shield is significantly weaker, doesn't deal damage but instead CCs enemies, and it shields for a low amount unless he slows many enemy champions with it, also, Jarvan has his armor buff from his flag.
The problems with Diana's shield is that it does too many things. It deals damage, shields, for a crazy amount, and it refreshes itself if you use it effectively. Oh, and when it refreshes itself, the cooldown ticks again and it'll be up in no time at all. The reason I feel this is as troublesome as I claim it to be is that it just does too many things and all it rewards is being in the thick of things. That should be great for a fighter designed Diana, but even when compared to a current top tier fighter like Irelia, that spell simply does too much and would always need to be undertuned.
So what are Diana's problems to fix?
- Spread out the effects of her spells, and make them reward a certain playstyle
- Reduce her snowballing and allow her to still be useful when behind
- Supply options for different playstyles, and reward each in its own way
- Give Diana more counterplay, instead of instagibbing every squishy
ASSASSIN DIANA
Passive - Ascendant of the Moon - NEW - Make the Moonlight stack that appears above their heads a Crescent, Gibbous, then a full moon.
Diana's basic attacks and spells apply stacks of Moonlight. At 3 stacks of Moonlight, enemy champions are then affected by Full Moonlight and are revealed. Diana's basic spells gain bonus effects when used on an enemy with Full Moonlight. Diana cannot gain more than two bonus effects from the same target every few seconds.
Additionally, when an enemy champion affected by Full Moonlight is slain, Diana uses the Moonlight to bend the light around her, granting her stealth for 2.5 seconds.
Q - Crescent Strike - SIMILAR, reduce damage and cooldown, but allow it to deal the same or a bit more damage than it does in LIVE on enemies affected by Full Moonlight
Diana unleashes a bolt of lunar energy that travels in an arc. Enemies struck take magic damage and are afflicted with Moonlight. This spell deals X% extra damage to monsters (and minions).
Full Moonlight: Crescent strike deals X% more damage to enemies affected by Full Moonlight
W - Pale Crusade - TWEAKED, should increase the base shield's power, but lower the damage dealt significantly, or even remove the damage.
Diana gains a temporary absorption shield and creates three spheres that orbit her, both for up to 5 seconds. The spheres detonate on contact with an enemy unit, (dealing magic damage to all nearby enemies) and applying Moonlight to the first enemy champion that breaks the sphere.
Full Moonlight: When a sphere detonates on an enemy affected by Full Moonlight, the shield is reapplied and the duration is refreshed. This effect cannot occur more than once in each spell use.
E - Lunar Rush - Moved to her E spell, reduce damage significantly.
Diana becomes the living embodiment of the vengeful moon, rushing at an enemy and dealing magic damage to it.
Full Moonlight: Diana gains bonus movement speed when dashing to an enemy affected by Full Moonlight.
R - Moonsilver Blade - NEW
Diana gains the max amount of attack speed (2.5 attacks per second) for her next 3 basic attacks, changing her basic attack damage to magic damage. These attacks cleave nearby enemies for magic damage.
Full Moonlight: Diana's 3rd attack with Moonsilver Blade will draw all nearby enemy champions affected by Full Moonlight into her location while dispersing all other champions that are not affected by Full Moonlight.
What are the reasonings behind my specific kit proposals?
COUNTER PLAY - With the proposals I've made, Diana must ramp up her damage and utility potential throughout a fight.
Her Q, instead of being a heavy nuke, is now changed to be a simple poke/harass spell, but will deal significant damage to enemies that have taken damage from her previously.
Her tweaked W would also provide less damage, while being more focused on granting beefiness to Diana, focusing the tool of this spell in one direction rather than it being a spell with too many tools.
Her old E is now gone and has been replaced with a weaker version of her ultimate. The new Lunar Rush will grant Diana better early gank/full engage methods early on in the game while not making her too snowbally in lane once she hits 6. Additionally, the new Lunar Rush would provide Diana with escapes as well as stickiness without robbing from her target's mobility.
Her new ultimate is her old passive, but is now a steroid. A huge effect should take place when this is used that should hopefully not impair her mobility, maybe a cool line that she would say as well as a strong moon shining on her and empowering her blade. Why I felt like her passive should be her ultimate is that I feel it is what defines her as a champion, and I felt it could be tweaked in a way to make her feel more impactful in teamfights, also, 3 attacks at max speed, gives her target's teammates enough time to retaliate and peel Diana off of their squishies.
Finally, Diana's passive should not just describe a marking mechanic that she has in her kit (she'd just be like a Renekton 2.0) but should provide her an escape WHEN an enemy champion affected by Full Moonlight dies near her range. This will allow her to further ramp up her advantage in team fights to clean up, or make a sweet escape.
PLAY STYLE - This new kit provides a lot of potential for play style nuances between unique Diana players. It also provides a lot of options for Diana players. Because of the extra spell effects Diana gains from targetting Full Moonlight enemies, she is able to flex her play. Say, if Diana players wanted to play her as a tanky fighter, they could opt to use the Full Moonlight effects of her W and R, rather than an Assassin's E and R. By placing a cap of 2 bonus Moonlight effects by target, Diana players have to choose which tools they are going to use, and it also allows them to further ramp up in a team fight if they are successful.
For example, let's say if you're playing as a Fighter-esque Diana. You would opt for the bonus shield from your W and the CC from your R. If you're playing as an Assassin, you would opt for the haste on your E and the CC of your R or the bonus damage from your Q. If you're behind as Diana, you could opt to use your E to make an escape, or opt to use your Q for more poke damage and your W to shield you in a losing engagement.
ROLE IN A TEAM - Diana was always meant to be a Assassin-esque Fighter that could jungle or solo-lane according to Phreak's champion spotlight, so, I modeled this rework to allow her to be more versatile for her team's composition and her player's play style; therefore, that is why I support both the Assassin and Fighter play style and making the use of her spells essential to the way she would perform in a team fight.
This new kit would allow Diana to jungle through the use of her shield and the extra damage from her Q. Relocating her ultimate to become her E spell also allows her to have more consistent gank potential pre-6 rather than needing to walk up to enemies and cast Moonfall.
For solo lanes, Diana will be allowed to poke and harass when behind in lane or take advantage of her lane opponents. However, she will lack sustain as compared to most other top laners, which will be her weakness. Diana's goal in trading in lane will be to take advantage of her poke and significant use of her shield.
In the end, this may not be the best solution for fixing Diana. I actually built up a ton of ideas for how Riot could change her mechanics by writing this thing. Anyway, I hope that this read was interesting, and that through this, maybe I could have brought new ideas to Riot's design team. Regardless, Riot has been doing a great job reworking many champions this year, and I just hope that whatever they do to Diana, she ends up being a well-balanced champion and sees competitive play again :)
EDIT: I will probably add to this afterwards with a fighter kit I have in mind!
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