Diana Gameplay Update Concept
It's no secret that Diana is in an odd spot role wise. Is she an Ap assassin ? A tanky bruiser? Do you go for AP auto attacking on hit bruiser? The general consensus is that she's most healthy as a dueling semi-durable damage dealer but toxic gameplay patterns are still in her kit, namely she suffers from The Akali Issue: useless til six, then capable of instant gapclosing and deleting when sufficiently fed. So, how to fix?
Step one: identify the healthy points of her gameplay.
-Three orb proc. this spell is fun and great for gameplay, a melee spell with decision making and reward for risk. I would argue that additional opportunity should be awarded to Diana if she successfully gets the third proc to encourage her to step up the assault
-Q gated ult. Simple enough, clear Counterplay, clear trade offs in mana cost for opportunity.
-Passive. These kinds of time-to-trade moves are great for melee champs.
Step two: what is unhealthy?
-The instant targeted ult burst. Straight up RQEAing a squishy and deleting them when fed feels a bit unfair. It'd be cool if she could scale in power and damage while not in instant undodgeable burst.
-the million range gapcloser. Q-R-R to another target. This is the Vi QR problem.
-The ranged early lane harass through Q. When Q is overtuned she can be a bit oppressive with the ranged harass, which is a huge problem currently in the game.
CHANGES:
Take out: the ability of her R to be used without consuming a stack of moonlight
Lower: the AP ratio of Diana's Passive
Add:
-On hit scaling. Give Diana a unique scaling on her passive to discourage extreme burst builds and encourage interesting choices. The damaging effect of any on hit item is increased by 30% if she procs it with her passive. This means Lich Bane, yes, but also Botrk, Trinity Force, Iceborn, Wits End, and Nashors Tooth. Strategic choices!
-The option for early ult availability. In situations where gapclosing is crucial, Diana's level 1 ult may be leveled EITHER if she hits level six OR if she has 2 levels in Q. Remember that her ult in itself would be much less impactful of a power spike due to the loss of double-R. Hopefully the enhanced Sheen-spike and the addition of more early dueling power (later point) would make up for the loss of power spike burst. Strategic choices, Yaaay!
-Another (different) new scaling on the third orb. In addition to the shield refresh, Diana gets a 3 second buff in which the damage and slowing effects of item actives she uses are 25% stronger. This is meant to replace Diana's second R as her cue to "turn up the heat" in a fight. It's also meant to counterbalance her new passive scaling, as items with potent on hits often lack actives and vice versa. This will make botrk a powerful item to have, to be sure, despite its lowered scalings, as well as possibly tanky items like Randuins to supplement her vacuum cc. Tactical and strategic choices!
-early game dueling tool. Add the capability to consume moonlight stacks with an autoattack rather than her ult to lower the cooldown of Q. When Diana gets into an early game tussle this should give her a bit more power while not just putting it into the low-risk application of her Q at long range. Added power while avoiding unhealthy gameplay, woo!
What do seasoned Diana players think? What would she need in order to mitigate the obviously huge removal of the targeted R? Would this be enough, or would the reward for her poor early game not be enough?