Diana: Thoughts and Discussion

Stacona··25 votes·1,787 views

Ever since Diana was created she always felt SLIGHTLY Akali clone-ish, which kind of means the better of the two is the one that gets played more / competitively.

In terms of better counter play and better define Diana for her own unique attributes stand out better:

~ Greatly reduce Diana's burst damage and better emphasize her as an ability power scrapper and diver, someone who builds squishy, but has ways to stay alive by utilizing her sustain damage and shield.

~ Make her unique vacuum ability (Moonfall) an even MORE powerful moment of power with a greater vacuum effect vacuuming enemies all the way to Diana's location, via make Moonfall Diana's ultimate.

~ Move Lunar Rush to her E slot to remove its damage and grant the slow to that, this allies for that sticky diver gameplay and removes Diana has a quick 100-0 burst champion emphasizing Diana with sustain damage even better.

~ Create a kit around Moonsilver Blade (passive), which emphasizes that scrappy nature and grant more rewards with the proc, i.e. lower Diana's shield duration by a lot, but Moonsilver Blade procs resets the cooldown (so as long as you are fighting you can potentially get a permanent shield); Nashor's Tooth will be of an even higher priority with a change like this.

~ Remove Diana's bonus attack speed passive and just give her a higher base attack speed, also rewards Diana building Nashor's Tooth further (I think it is cooler to see an AP melee champion going for Nashor's Tooth rather than Lich Bane)

~ Q moon marks allowing for Lunar Rush resets is cool. Just wanted to say this. More detail, allowing the option for the short cooldown Lunar Rush for landing your skill shot or just for quick double Lunar Rush on a high cooldown has a lot of cool strategies to it that of course needs to be preserved.

~ Swapping Lunar Rush and Moonfall around with the E and R slots also helps out jungle Diana this way, besides giving her a true moment of power ultimate on a long cooldown to look forward to at level 6 rather than just becoming useful at 6 and useless pre-6.


THE ONLY REASON I DO NUMBERS IS FOR A BETTER EXAMPLE, THEY DO NOT MEAN ANYTHING FOR THE GRAND SCHEME OF THINGS. APART FROM, FOR EXAMPLE, HIGH AP RATIOS FOR LOW BASE VALUES TO DISCOURAGE TANK BUILDS.


Base Attack Speed: 0.694 +2.25% from 0.625 +2.25%

PASSIVE FEEDBACK: [3 attack bonus magic damage from 20 - 250 (+80%AP) to 25 - 250 (+100%AP), but divided up into 3 attacks instead of one super strong cleave attack to move it into even more of a sustain damage ability rather than feel bursty (more emphasis on the cleave still)]


Moonsilver Blade (Passive): Diana deals 5 - 50 (+20%AP) bonus magic damage on-hit. Every 3rd basic attack within 3.5 seconds increases this damage to 15 - 150 (+60%AP) bonus magic damage as a cleave.

Crescent Strike (Q): 10/8.75/7.5/6.25/5 seconds; Cost: 50 mana; Range: 900 units Diana unleashes a bolt of lunar energy to the target location in an arc, dealing 60/90/120/150/180(+70%AP) magic damage and afflicting struck enemies with Moonlight for 3 seconds, revealing them for the duration.

Pale Cascade (W): Cooldown: 10 seconds; Cost: 40/45/50/55/60 mana; Range: 200 units Passive: Damaging enemies with Moonsilver Blade's cleave attack will refund Pale Cascade's cooldown.

Active: Diana shields herself for 30/40/50/60/70(+40%AP) for 1.5 seconds and creates three sphere that orbit her for the duration, detonating upon contact with an enemy and dealing 15/20/25/30/35(+10%AP) to nearby enemies. If all three orbs detonate then the shield duration is refreshed and 30/40/50/60/70(+40%AP) additional shield is added on.

Lunar Rush (E): Cooldown: 26/23/20/17/14 seconds; Cost: 50 mana; Range: 800 units Diana dashes to the target enemy while slowing it down by 20/30/40/50/60% for 1.5 seconds.

If Diana dashes to a target inflicted by Moonlight then all Moonlight is consumed and Lunar Rush's cooldown is refunded.

Moonfall (R): Cooldown: 120/90/60 seconds; Cost: 100 mana; Range: 600 units Diana draws in all nearby enemies all the way to her location and dealing 150/200/250(+100%AP) magic damage while slowing them down by 99% for 1 second.


UPDATE: Lowered Lunar Rush's slow to 20-60% from 20-80%; reason why +5% scaling is not good is because it makes it a forced max last since it is not good enough to sync further points in. When the rank up feels pretty good to the player then ability max order comes down to personal player expression rather than what is clearly the worst and best.

Also Lunar Rush would still apply the auto after the dash here, so its "damage" would be what Moonsilver Blade's damage would be (plus 100%AD because basic attack), whether the weaker on-hit or the cleave damage.

44 Comments

HalcyonDweller11 votes

I've wanted Diana to be reworked into a bruiser / scrapper so badly every since her release.

I like your ideas a lot!

I already rebind e to r and r to e when I play her XD The e just feels so cool that I'd rather have it on my ultimate cast. And low cooldown dashes for the most part don't belong on an ultimate because they are a boring and lackluster mechanic.

TheSingularity1 votes

Just a suggestion from a non diana player who loves moon themes, what if they themed her spells after the phases of the moon. Q is already done already done.

Cresent (q) New moon (black) her shield, she shields herself in the moons shadow (that's what we see) Full moon= her current suction spell Gibous (nearly full) could be her passive shape Quarter (looks like half a moon) could be her dash. Could be it's hitbox or the end could be a semicircle shape that deals additional dmg if it was made a skillshot.

Soz if they sound ridiculous but I personally found it interesting as a concept from a non diana stand point.

Moonblight4 votes

Personally, as a Diana main with over 250k points with her, I really enjoy the way she is right now. She is a great pick against squishies and melee mages alike, with many different ways to play her and may different positions she can fill. I've played her tank top, Assassin mid, split push with attack speed, jungle, basically anywhere to fill any team position. While she may not be super mechanically challenging, she requires good decision making and has clear counters. Honestly, I would much rather Riot leave her the way she is, otherwise she is either going to be gutted or really strong. I also like her being somewhat of a foil to Akali. I am a former Akali main, and I feel they honestly play quite differently. Akali is far more of a single target burst mage, where Diana is more of an AOE burst mage/sustained fighter/frontline tank. Also as a side question, I would be curious to see where you got these ideas on Diana. On the account you posted with, you would appear to have very little experience on her.

Stacona2 votes

Designers look at their creations the most, but they enjoy them the least, it is the outside perspectives that enjoy them.

A gameplay tester is someone that plays a character a lot and gives feedback to the designer, the designer is too busy to actually sit down and play what they make for hours on end, but for game designers it is something where they want to play other games and implement fun ideas from those games that they like to their own work (you experience a bunch of fun mechanics, then in theory if you can make those mechanics work together you should have something even more fun).

You see the perspective of only the highs of playing as Diana, but not when against her or from a spectator view. So the assassin may be taken down, but she will still be a squishy mage that dives on in, can start fights with Moonfall, and be a sudo-tank with the shield (Diana has a big sword with powerful magic, so full tank isn't really fitting).


Greater feedback would be saying what you like and do not like with Diana.

Not like Diana will not deal damage and can do a bunch of cool tricks, even with my ideas she still has the same kit just with two abilities swapped around, just a little more defined and plays on the kit she has better rather than get passive proc, land Q, and mash WRR and try to go for the one-shot with Lich Bane which I feel her core item should be Nashor's Tooth and ignore Lich Bane.

All of the AP assassins do the same thing, so the best gets played, I really do think assassins cannot work for a game like League and be healthy for the game if ever viable because the nature of their kits do not offer counter play. Assassins need a true redesign and that "assassin update" did nothing because it never redesigned what a league of legends assassin is since they went from a highly mobile damage dealer to kill their target as fast as possible to a highly mobile damage dealer to kill their target as fast as possible.

I am rambling on.

qrawaear1 votes

It's "the same kit," but it's not. It completely changes her style of play, especially removing her dash reset and making her passive mostly work to lower w cd, without the dash reset I feel like it would be hard to stick on an opponent enough to keep getting it. Idk :< if they change the way Diana plays by too much, it would ruin my only reason to play league... I like her the way she is now. She has clear strengths and weaknesses, and she rewards you for playing to those strengths and understanding how to play in accordance to her weaknesses. Unlike some champs who can misses skill shots and still be silly strong cough cough AHRI

Moonblight1 votes

{quoted}

Designers look at their creations the most, but they enjoy them the least, it is the outside perspectives that enjoy them.

A gameplay tester is someone that plays a character a lot and gives feedback to the designer, the designer is too busy to actually sit down and play what they make for hours on end, but for game designers it is something where they want to play other games and implement fun ideas from those games that they like to their own work (you experience a bunch of fun mechanics, then in theory if you can make those mechanics work together you should have something even more fun).

You see the perspective of only the highs of playing as Diana, but not when against her or from a spectator view. So the assassin may be taken down, but she will still be a squishy mage that dives on in, can start fights with Moonfall, and be a sudo-tank with the shield (Diana has a big sword with powerful magic, so full tank isn't really fitting).


Greater feedback would be saying what you like and do not like with Diana.

Not like Diana will not deal damage and can do a bunch of cool tricks, even with my ideas she still has the same kit just with two abilities swapped around, just a little more defined and plays on the kit she has better rather than get passive proc, land Q, and mash WRR and try to go for the one-shot with Lich Bane which I feel her core item should be Nashor's Tooth and ignore Lich Bane.

All of the AP assassins do the same thing, so the best gets played, I really do think assassins cannot work for a game like League and be healthy for the game if ever viable because the nature of their kits do not offer counter play. Assassins need a true redesign and that "assassin update" did nothing because it never redesigned what a league of legends assassin is since they went from a highly mobile damage dealer to kill their target as fast as possible to a highly mobile damage dealer to kill their target as fast as possible.

I am rambling on.

I personally rarely ever build Lich Bane on Diana. Also, with the changes you are suggesting, she just ends up having an ultimate like Orianas, just tied to her.

tC0gzVJ6rF2 votes

If she hit all her abilities it would be 300 percent of her AP. She would one shot even harder with this

HalcyonDweller4 votes

OP did state that numbers were subjective and not as important as the general idea. I'm sure people who like Diana would rather she have these changes even if numbers had to be nerfed.

Stacona1 votes

Corresponding to what she does now, but over time rather than instant, sustain damage will be more than burst damage but has more time to respond since its not all upfront.

Each W cast with this concept is half damage than what it is now, passive is 20% more AP IF you hit all 3 autos and less for 2 or less - and just less base damage for 2 or less and same with 3.

Q slightly less base damage with same ratio and slightly better CDR per rank.

R is less on two scales, R+R now is 440+120%AP at rank 3, here it be 250+100%AP and you have to land it - but as an ultimate the vacuum vacuums stronger and the range would be longer. The other damage nerf is a lot less Rs for the much stronger vacuum worthy as an ultimate, also no resets with Q.

Lunar Rush being damage-less removes her burst for the most part, also most of her reliable damage as well.


These numbers do not mean a whole lot at all, just showing you that the example numbers is a nerf to her burst damage, so her damage comes down to how many autos she gets off and how many W resets she gets, as well as landing Qs, over time.


but level 18 full damage would be 785 +300%AP, at 500AP as a realistic late game AP and as a melee champion (very squishy still), be 2285 magic damage which is then reduced by the target's magic resistance. AKA you won't be one shotting ever unless you are extremely fed that game (but this goes for literally anyone). Damage dealer dealing damage makes sense, she be squishy and in return she gets a whole lot of damage because of it and she obviously needs her shield to not insta die whenever she goes in, presses R and dies, shield allows her squishy build to actually be of use when she goes in.

Just rambling on at this point.

Toru Itai1 votes

I think it'd help if you showed a comparison to Yi.

both have spamable dashes that only go into a fight D-Q mark reset Y-Q AA CDR

both have built in defensives D-Shields Y-untargetability frames, heals, damage reduction

both have a focus on DPS, with small burst D-passive procs for DPS, QR for burst Y-E for DPS, Q for burst

Both have ways of sticking to the target outside of their dash. D-Slows Y-movment speed

Stacona1 votes

Yi needs a rework too, Master Yi needs a full re-design though and Diana just small scale changes.

I think Yi could be cool turned into an AP swordsman where he plays on a patient play style rather than mindlessly run at enemies, playing off of meditation better through-out the full kit of standing still for a few seconds, gets empowered, and then slices his foe up. Makes him a lot more unique and fun to play, and offer better moments to deal with Yi.

Toru Itai1 votes

I was comparing him to your reworked Diana.

An Undead brat2 votes

PLEASE, Rito, make this happen as one of the next minireworks!

hotarse2 votes

To me Diana is a really well designed, balanced champion. The best thing about her is her mobility has really fair, counterplayable conditions. At the same time, I think this is the reason why she is a relatively weak pick in a meta where toxic mobility is prevalent on almost all assassin type champs. I would lower the R dash missile speed, as I would most of the super fast dash missile speeds in the game.

Stacona2 votes

Well design, yes, which is why I kept the same 5 abilities with adjustments. Balanced? I wouldn't quite say this because you can definitely place her in a much better spot for the game, both for Diana and playing against.

She would be more balanced moving her away from assassin (which doesn't make sense since she can go in, but cannot go out like an assassin) so this AP scrapper that goes in and wants to stay in and gets rewarded for staying in has a delayed damage for better room for counter play and allow her with strong utility like powerful slows and her vacuum, as well as make better sense with her shield.

Kinkou Order2 votes

Her biggest issue of balance will still be lich bane.

It can turn any AP stacking champ into a burst assassin.

Whitakker1 votes

gotta agree with you here. Even if you reworked her like OP wants, Lich Bane would still be a desirable item on her. Heck, when I'm snowballing hard enough with Diana, I build both Lich and Nashor's just for kicks.

Irelia Bot1 votes

They might have to change lichbane again if they are to ever have some champs balanced around other items.

Perhaps doing something like making it 1.25 base AD + .25 AP would make it an option but not so core to a AP champs ability to burst.

Stacona1 votes

more trinity-like with 150%base AD + 30%AP and scales not as well this way. (trinity is 200% base AD); if you make it too weak then everyone goes Nashor's Tooth and you have a reverse scenario

Whitakker2 votes

These very same ideas were bandied about back in the Olde Boards. While all of them sound interesting, I doubt Riot even has her on their radar for a rework anytime soon.

Glory ln Death1 votes

I dunno, considering the number of small reworks they've been doing recently (Shyvanna, Alistar, Aatrox, Amumu, Rammus, Heimerdinger), it doesn't seem too farfetched.

Stacona1 votes

Since these are the same 5 abilities with changes and moving two abilities around, it is something they can get done in about a month or two (maybe less, who knows) - since no art work would need to be done they can be accomplished pretty quickly.

Serika Zero2 votes

Ever since Diana was created she always felt SLIGHTLY Akali clone-ish, which kind of means the better of the two is the one that gets played more / competitively.

I main both of them. This is wrong. They are not clone of each other. Here's the key differences: -Diana has safe wave clear with her Q. -Akali has wave push with her E. These 2 are highly different and very important in terms of sieges.

-Diana has mana. -Akali has energy. I don't think you need me to explain you why there's a huge difference between these 2.

-Akali has self healing -Diana has no self healing This makes them highly different on how they approach dealing with tanks and split pushing scenarios.

-Akali has an escape pre level 6 -Diana has no escapes This makes them highly different, it allows Akali to play more aggressive in the early phases. Also, her escape can be used after rework as a mobility skill to get over walls.

-Akali is dependent on kills or assists for her ults -Diana is dependent on her patience and skill If Akali gets no kills, she gets no dash reset. While Diana can reset hers more "easily" depending on scenario.

-Diana has a skill shot that determines her combo -Akali is entirely point and click This makes Akali a lower skill cap champion.

-Akali has no hard CC -Diana has hard CC This is important because it allows Diana to stop channeled abilities, while Akali can't do this.

Finally: -Diana can burst a target in under 1 second (around 0.5) -Akali needs around 1-2 seconds to assassinate a target. This is important as it lowers the target reaction time.

Oh, and Nashors is a core item on Diana, giving her an different playstyle compared to the Gunblade LichBane that Akali has.

They are both different. Very different. Calling them a copy of each other just prove how little experience you got with playing the two of them. I honestly DISLIKE your idea because it will kill the Diana I like.

You want to fully change Diana's playstyle, and I'm against this. But just like in the malzahar rework thread. People upvoted all those that spammed "his play style should rework around voildlings", while all of us mains of that guy that played him in the mid lane said "his voildlings are not that important". That turned out nicely >.> didn't it? Heck, even the jungle malzahar players just didn't want to lose the ability to play him in the jungle or how they could use his minions with AD. Well, that's goone as well.

Seriously, play Diana AND Akali enough and you will see they are quite different. There's a reason why Top Akali works and Top Diana doesn't get near that. There's a reason why Jungle Diana works, and Jungle Akali is rarely to never played.

Yes, they are similar in the fact that they got Dashes and are AP assassins. Here's other champions that follow that trend: Fizz Leblanc Ekko Ahri

The last thing I want is for people that DON'T EVEN MAIN A CHAMPION come with reworks ideas that change everything about that hero. I'm disgusted to see you say that the two of them play the same way.

If Diana needs any change what so ever, is to make Q during R more smooth and doable without needing to have around 6ms ping to the servers. But even that, its just lowering the skill cap a bit.

The Yetii Rider1 votes

Um...OP, if you make her into a scrappy AP diver, she's just going to go from being an Akali clone to being an Ekko clone...

Stacona6 votes

Except she plays nothing like Ekko and has completely different utilities. So nothing you need to worry about, the reason she overlaps with Akali is because AP assassin with multiple long range point and click dashes, Ekko plays nothing like this. So by moving Diana away from burst and more scrappy sustain damage with a longer cooldown and more powerful vacuum just makes her way more unique and distinct and no longer has the comparison of Akali vs Diana.

Mobez2 votes

I mean comparatively their skills would be the same, passive is on-hit damage, spammable waveclear on q, shield on w, dash on e, aoe damaging ability on ult. That being said, I do like these changes but the numbers definitely need work. This would make her the only champ with a non-damaging dash that targets enemies. I think she could get some damage there at the expense of some on her ult. Also her shield would be gutted compared to live since its 5 seconds on live compared to 1.5 here. That ult with ori would basically wipe out the enemy team

Stacona4 votes

With this logic Ekko is a clone of Rumble then since Rumble was an AP scrapper way before Ekko was ever created and released.

Removing the damage of dash in place for a slow emphasizes the stickiness of Diana to get autos in and removes the burst damage she has now since people use R+R for the damage, without the damage the E reset from Q interaction has more strategic weight of going for the immediate dash and slow on the long cooldown or wait to land your Q for the short cooldown dashes and slows.

I did the duration drop to a very low duration shield to make room for the shield resets, so with attack speed and being aggressive you get a permanent or near-permanent shield, encourages Diana to stay in the fight once she goes in.

Mobez2 votes

I didn't see the interaction with the passive on w, that makes more sense

SpecterVonBaren1 votes

Ever met this guy? Rumble A scrappy AP fighter that already exists and isn't a clone of Ekko.

Blåbæret1 votes

Diana needs a buff to her mana regen and pool.

Stacona1 votes

I don't know if it is right just to buff a champion, some champions can work with nerfs and buffs, but Diana can get some small changes to help place her in a better spot overall. But yes, Diana has a small mana pool.

Sexy Jack Rabbit1 votes

Diana atm has pretty insane late-game scaling tbh. She becomes an unbridaled monster in the late-game.

Irelia Bot1 votes

She is likely going to be one of the bigger changed champs in the Diver class update. Just a guess but given that her model is up to date enough and that she did not hit the mark for that dive fighters are generally suppose to be I get a feeling that Diana and Aatorx are going to be 2 of the big updates.

I would play her more but she overall feels like a less reliable variation of what Akali and Irelia have to offer.

She has no real sustain and not even something like Riven's shield to play around as a replacement of sustain. I honestly think her early game is worse than Akali's after akali got the shroud blink which allows akali some solid zoning with the addition of akali's sustain being easier to get off on a consistent basis ince it is all in one auto instead of constant damage with abilities.

If Diana had Lunar Rush on E that would give her some pre 6 pressure but I am not sure about removing all the damage directly tied to it being a good idea. Perhaps making it similar to Irelia's Blade surge in basically being an auto that can not crit might make it more appealing since it would make the ability able to get damage off a little faster. Perhaps a weaker slow on the Lunar Rush of 25/30/35/40/45% would be more within reason as well.

But we also have to consider that with the existence of Lich bane as it is Diana will likely still remain an extremely high burst champ. It is the nature of Lich bane after someone gets 400+ AP. Unless Riot is willing to change Lich bane yet again to being something along the lines of 100% base AD + .30 AP it will remain an item that makes many AP champs have really high burst potential mid to late game.

I would however approve of Wit's end being a completely practical core item on Diana which I feel could happen if her damage was slowed down a bit.

Stacona1 votes

Aatrox is getting a full VGU and will not be a part of any update. Diana can use small changes like what I showcased so she can be a part of a class update.

Diana has a shield for in-combat, and I made it for fighting resets the shield cooldown so she can stay in the fight for as long as possible to kill or be killed depending if you play it right.

Lunar Rush still autos after the dash and passive has damage on every auto now, so that would be the E damage in a way, I really want to re-emphasis Diana from being this high burst champion and move her into a sticky diver, AP scrapper, sustain damage melee champion.

Slow scaling by 5% = no one maxes it like how they do not max E now, very least 10% for 20-60% is a better spot, not saying to max E second or anything, but at least giving the option for player expression is better than maxing it last by everyone.

As long as Nashor's Tooth is the greater priority over Lich Bane the mission is complete, Lich Bane needs to be dealt with separately.

Wit's End against magic heavy teams i can see happening, be a little more durable and have the MR shred giving up shield strength and raw damage, goal was to increase viability of attack speed items with more base attack speed and de-value bursty items by removing her free bonus attack speed on the passive (and dividing up passive damage to 3 autos rather than all of it on the cleave).

Teridax681 votes

Yes please. I completely agree that Diana should be a proper fighter, rather than a tanky assassin, and I agree that her fighting power should revolve around her passive, not ability-based burst. I also agree that Moonfall would be much more interesting as an ultimate, and Lunar Rush as a basic ability, which would also allow Diana to gank better early on. Here's my criticism for the proposed changelist:

  • I disagree with splitting up Diana's passive damage into multiple attacks, and I don't think there's any problem with making her passive bursty, as long as she spends enough time fighting the right target. If you want to avoid running into the same problems as Mordekaiser's Q, perhaps make the passive charge up Diana's attack target, rather than her own blade, which would prevent her from stacking it up before combat and unleashing front-loaded burst just by diving in. From then on, dealing X bonus damage to a target every third attack would be the same DPS as dealing X/3 bonus damage each attack, but would feel meatier.
  • Crescent Strike is a fine ability and arguably needs no major changes, agree fully here.
  • Pale Cascade's reset should probably be limited to cleaving champions and large monsters, but I like the idea of a reset based on that. In fact, you could probably even tie Moonlight and Moonsilver Blade together, and have Moonlight be a stack applied with abilities and basic attacks, one that would proc a cleave and a W/E reset if it stacks three times on a champion.
  • Lunar Rush as a basic ability is a great idea, though I don't think the ability even really needs a slow. Just the ability to constantly reset such a long-ranged dash with good enough play is powerful enough, and shouldn't need to be facilitated with additional sticking power.
  • Totally agree with Moonfall as an ult. However, I think the damage is unnecessary, particularly for an ability that already provides tremendous crowd control. The slow sounds good, though I think the emphasis should be on making enemies float through the air for as long as can be allowed.

Beyond this, this sounds like the perfect direction to take Diana, and I think she could very well be turned into a fully functional, satisfying and unique diver with an ability swap and some rebalances. This looks like the perfect opportunity for a low-scope, high-yield rework, one that many players have been asking for years.

Onkel Malte1 votes

Wow. I love your Ideas and switching E/R s a great plan (this was even an unofficial version of Diana before the release) I've got some thoughts how you could improve it, but whoop whoop you did well enough already.

Passive: Sounds great! Maybe damage could increase when the target is affected by moonlight.

Q: shift some damage to probably

W: I like the general idea but I see some issues with animation, and the cooldown hold when the orbs are still active Idea:

Pale Cascade (W): Cooldown: 12 seconds; Cost: 40/45/50/55/60 mana; Range: 200 units Passive: Damaging champions or monsters with basic attacks reduces the cooldown by 1 second.

Active: Diana shields herself for 50/70/90/110/130(+40%AP) for 3 seconds and creates three sphere that orbit her for the duration, detonating upon contact with an enemy and dealing 20/25/30/35/40(+10%AP) to nearby enemies. If all three orbs detonate the cooldown is reduced by 50%.

E: Lunar Rush needs a slow for sure, but 80% is pretty harsh. I would propose a 20-40% which doubles when moonlight is consumed. Also it should still deal damage, otherwise the ability feels a bit underpowered. I'd even propose something similar to the Fizz dash, dealing basic attack damage (+on hit effects)

R: Ultimate ability feels ultimate enough even without the slow. However I think 150/250/350 (+90%AP) would be better, because putting a point in R with a 50 base damage increase feels bad.

Great Ideas man. I'd rather play this iteration of Diana to be honest.

Stacona1 votes

E slow scaling cannot be too weak because then no one will ever max it anything but last- if anything it be down to 20/30/40/50/60% for a drop I don't Diana to feel bursty so the damage is removed with Lunar Rush, a good slow and its dash makes it feel good as it is, Diana already autos after her Dash would still be there.

R you would be leveling it for the cooldown reduction, and more ratio and less base ensures no tank builds (or at the very least tank Diana won't be chunking you out ever).

PokladnicaZla1 votes

This rework is pretty good and well thought out. Just a few questions. Why does her R have a 100% scaling? Is her E targeted ability or a skillshot?

KyojiTakajo1 votes

Not the OP but her E description says target enemy, and as for her R I'm assuming it's because her Lunar Rush lost all of its damage they needed the R to have comparable damage to her old combo.

Stacona1 votes

Lunar Rush is still target on enemy, Moonfall is a stronger effect on a much longer cooldown with more range and deals damage.

R+R is 440+120%AP; numbers here don't mean much, but it is a massive damage drop overall plus on a proper ultimate cooldown so even more of a damage drop with that, only thing it has going for it is that ult is now AoE damage.

Baron of Bread1 votes

This seems like a cool update idea and I would like to see something similar in a champion. What I worry about is that this looks like it could become a mobile-with-hard-cc version of Mordekaiser with the "stay in the fight to get tons of shields" playstyle.

On another note, I bet this Diana would still build Lich Bane (probably after Nashor though) because the shield would probably be up often enough to get really good damage out of it.

Stacona1 votes

I think this comes down to a straight Lich Bane problem, but the goal is for Diana to prioritize Nashor's Tooth over Lich Bane - since she is a melee she may need defensive items like RoA/Icerod, Hourglass, and AP Banshees over more damage like Lich Bane (maybe if you are really far ahead and snowballing the double damage of Nashors and Lich Bane could work, this being the exception and not the rule).

Mordekaiser could get some changes as well and have him feel more like an immobile power mage with his ghost ultimate (removing the ghost dragon), with his Q being a placement skill shot damaging enemies in an area by swing his mace to the target location, and double damage to isolated targets like how his oldest Q used to be, but a skill shot rather than an auto.

W I want to be as a damage reduction shield for Morde and his ally, dealing area magic damage around them, with the magnet effect of the two targets moving closer together. Be cooler with a tiny cooldown to emphasize its sustain damage, and to balance out his waveclear it costs health per second being an infinite duration, but on a toggle.

E will be a sap life rather than direct damage to balance out the instant cone skill shot some bit, healing for a low flat value plus AP ratio for each enemy hit - greatly amped healing for epic monsters and enemy champions struck and less damage with Q+W+R for the damage - R being basically the same with ghost dragon removed. So E less damage, but slightly more range and supplies his healing based on how many he hits emphasis on big targets like epic monsters and champions to not ensure he has infinite sustain to freely push in minion waves constantly without going back ever. E would still cost health to punish Morde for completely missing it.

R gains a passive where dying enemy minions recently DAMAGED by morde turn into ghost minions that act like allied minions for a few seconds to emphasize Morde as a pushing melee metal mage - maybe even Q-skillshot can damage structures.

Tristanl0l1 votes

no

Legacy Hydralpha1 votes

The concept definitely seems less Akali-like, which is good considering that's what you're going for. Glad to see that you're making Diana into more of a skirmisher that sticks to people well rather than a fighter/assassin who just bursts people down. Only question is, how do you feel her W will work with this kit? Honestly I think all those shields are a bit too much, regardless of how weak they are. Perhaps remove the cooldown refresh on her W.

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