Proposed Sustained Damage Fighter Diana

GanksLikeGast0n··1 votes·427 views

Diana is one of the first champions I truly came to love, and I believe she has gallons of potential for unique and interesting gameplay, while maintaining her identity. That’s right. GALLONS. By making a few relatively minor changes to her kit, Diana can become more rewarding to play, while maintaining her identity as the true Scorn of the Moon.

Passive: Moonsilver Blade Diana gains an additional 20% attack speed. Damaging enemies with abilities afflicts them with a stack of Moonlight for X seconds, and revealing them. In addition Diana’s basic attacks against targets afflicted with moonlight deal additional damage. An enemy may be afflicted by no more than two stacks of Moonlight at a time.

I really do adore Diana’s current passive, the only problem however is how difficult it can be to apply to enemy champions. By making it so all her abilities apply moonlight and her passive automatically applies to targets afflicted with moonlight this allows players to make easier and more fulfilling use of it. Obviously both the reveal time of Moonlight and the damage dealt by moonsilver blade will both need to be reduced in order to keep her within reason. In a similar light, (teehee) the AOE effect of Moonsilver blade will need to be removed to help keep her in check, however I feel the increased reliability/frequency of her passive will make up for this. This will also highlight her synergy with items such as Nashor’s Tooth, and encourage players to “get in there and hit something”, supporting both the assassin and bruiser side of her character. Thematically this also applies to her lore, as it is a tip of the hat to Leona’s passive, only in reverse. No player’s do not do more damage based on the number of stacks, we’ll get to that later. Patience friends.

Q: Crescent Strike Diana unleashes a sphere of lunar energy, dealing magic damage in an arc damaging all enemies it contacts. Upon reactivation, or reaching the end of its range the sphere detonates dealing damage in a small area. Enemies can only be damaged once by crescent strike.

I believe this ability should remain the same, with one tweak. Allowing players to choose when to detonate this ability will add more flex and control to it. By making this change the ability would become much more rewarding, and make it easier to reliably damage enemies with it. Given it is already unique and challenging to use, I feel throwing this bone to the players will balance out.

W: Pale Cascade Diana creates three orbiting spheres that last up to 5 seconds and detonate on contact with enemies, dealing magic damage in an area. She also gains a temporary shield that absorbs damage. This shield is increased by the same amount if her third sphere detonates. I love this ability as it i. 10/10, would not change.

E: Moonfall Diana draws in all nearby enemies and slows them for 1 seconds. Enemies afflicted by moonlight are stunned for this duration instead, and then slowed for an additional 1 second.

Again, a simple and relatively minor change. By and large the problem with this ability is that is feels like a large mana expenditure yielding unsatisfying results. By changing it to a stun and a slow against enemies afflicted with moonlight we add delicious, frosting-covered synergy to her kit and suddenly make her E feel more like actually sticking to someone, and less like offering mana to the moon goddess. HOWEVER, players should be punished for not synergizing with the kit, thus using this ability on non-afflicted units will only slow them, and for only half the duration. ALWAYS praise the moon.

R: Lunar Rush Diana becomes the living embodiment of the moon, dashing to a target at nigh instant speeds. If the target is afflicted with moonlight Diana consumes one stack, gaining armor and MR and resetting the cooldown of Lunar rush.

This is it Lads and Lasses, the big playmaker. At first glance this will seem OP, However let me break this down for you and play some sweet moonlit blues for your enemies. FIRST: You will take note that this ability is no longer enemy only. Oh look, the moon now protects her child, offering an escape rather than only sending her to her death. You will also take note that Lunar Rush only resets on consumption of a stack of Moonlight, and only enemies can be afflicted with moonlight. No chaining escapes, the moon is not that merciful. SECOND: You will notice that Lunar rush only grants the buffs and resets off of enemies that are afflicted with moonlight. TRUTH: The moon likes being praised. However enemies can now be afflicted with TWO stacks of moonlight, allowing you to dash to them twice dealing damage, and still have an escape, or a third non-buffing dash. It is important to note that Lunar Rush can be used on enemies without moonlight, however it will grant no bonuses and will not reset. I too like to live dangerously.

I hope you enjoy this and the proposed changes, stay classy friends, PRAISE LUNA.

2 Comments

Lord Dusteon1 votes

Only problem I have is that means she can double ult and still have her ult off cooldown.

GanksLikeGast0n1 votes

I am concerned about that as well. I'm tinkering with ideas involving the moonlight stacks to restrict it to a maximum of two uses. Originally I had thought to double its mana cost each use, but that would feel a wee bit too much like a targeted kassadin. Possibly make it so that an enemy can only be afflicted with moonlight once every ten seconds and remove the stack concept entirely. Thoughts?

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