Diana PBE changes
Took a look at the list of proposed changes to Diana with the upcoming patch. The mana added seems reasonable on her third hit passive due to doran's ring changes. Diana was one of the worst offenders of that over the last several years, as it helps her early game as well as her early bruiser/tankiness she is known for, double and triple doran's ring were quite common. That change seems reasonable with some future number tweeks.
The part that really concerns me is the change of her passive altogether, instead of just flat 20% attack speed, the change to gaining attack speed and triggering her third hit passive on spellcast. Diana can be silly quite often and is in a weird place where you can't really add to her much, as she becomes an unstoppable one shotting monster, moreso than she is already. You also can't really take much away from her either, which most of her current woes are due to itemization changes in the bruiser side of the ability power branch over the last several years, Rylai's Abyssal Scepter, Banshee Veil, Zhonya's, guardian angel, and such, as she become far more focused on the assassin plan than the bruiser plan, while ditching things like zhonya altogether. Those changes are mainly due to item nerfs.
As it stands with the proposed changes to spell cast gain 20% attack speed, then further gains to the additional attack speed on her e gained. This causes quite a few problems gameplay wise, like using a simple catch combo on Diana, example, you q the backline minions typically, scuttle crab or whatnot, r over to the backline minion, then, r over again to the desired target, then, mash e, then getting to the auto attacks. Keep in mind this all happens usually within a second or two once you begin the combo, and that is four abilities used up right away, and she goes into immediate cooldown on everything but her w, which will probably also be used right away as well. Sorry no dice on that guys, she kinda needs that passive always up at 20% at least. Due to the nature of the game you can't always go through the maxxing spellblade mechanics as it were.
Honestly, this also hurts her early jungle clear only hitting that changed passive. Which generally she wants to hit 6 as soon as possible, your laners will let you know about that too and not in a nice way, she can stay pretty healthy early in the jungle, starting wherever she wants, without a leash, just without the early blue, she can struggle mana wise. Which Diana is in a weird spot that I have noticed where I don't want to build a bloodrazor, nor do I want to build a runic echoes, but, I want a tracker's knife though, because the jungle items suck. I would rather the build a cinderhulk on her, but, those builds I do very rarely. Since, I am on the low Elo side of things where people forget to pick up waves and lose towers to such waves, while they siege mid for 10 minutes with no progress, I can get away with just doing normal build paths on Diana, when playing against the higher elos I cant do that as much, having 300 farm at 20 minutes as an example from 4-1 and 3-1-1 split pushing. So, I actually have to build a jungle item completely and feel bad doing it when against higher elos.
I prefer the tracker's knife, as generally you want to play Diana as defensive early, protect your laners, show up for counterganks pre six, get flamed far less for taking Diana and power farming till 6 as you are doing things mapwise to keep them safe, stealing camps and dropping a ward there to track the jungler warding to pick up a roamer and so on. So, I wouldn't want to take another lane from her as it were as what has happened to others who lost their ability however fringe to jungle, see Fiora and her full game update and retool.
Her other changes like lowering her w mana cost is fine, as that helps her sustain and trade in lane quite well early on when used properly with lane positioning, particularly after the doran's ring change. it loses its effectiveness as the game progresses to late game, mostly to trigger a spellblade proc, or help brick some of the damage coming her way. Doesn't shield much post level 8 though on her ap ratios, then again doesn't do that much damage late as well either which is fine.
A change I could really get behind is to let her r along her q path, letting her have some more limited mobility, while retaining her r point and click. So to summarize, new passive bad, lower mana cost on w good, the mana returned on third hit passive good, just needs number tweeks. Lower cooldown early on q is whatever. Her updated kit makes me wanna do full attack damage bruiser Diana more, where her bruiser style is more supported on the ad side than the ap side as it stands on the PBE.