Diana Ability Rework Idea @IronStylus
Hey all,
A while back IronStylus (haven't seen him on the boards in a while) was asking the community how they would change Diana's kit. She is my go to assassin and favorite character overall so I thought about it for a while. I think I have come up with a kit rework that would make Diana have a more unique and less mundane paystyle. Let me know what you guys think (obviously I can't come up with balanced number without play testing, but they should give you a feel for what I'm going for)!
tldr: dps assassin that finds relative safety/power in an aoe zone
Abilities: Moonsilver Blade (passive): Diana’s auto attacks apply magic damage (base AD + 0.1 AP) instead of physical damage. Damage applies to towers.
Diana receives a brief buff incrementally base on the moon’s phase. A visual indicator by Diana’s health bar displays the moon phase progression. 60/45/30 seconds between phases. Diana can advance the moon phase slightly by applying moon light to enemy champions. Upon a full moon, Diana will receive 150% increased attack speed for the next 3 auto attacks (3 second time frame). Upon a new moon Diana will be stealthed for 1 second, broken if she attacks.
Crescent Strike (Q): (new effect) Upon hitting an enemy champion marked with moon light, Crescent Strike cooldown is refreshed and the next projectile will arc to the left (instead of right) for a brief timeframe (for coolness). The mark will be refreshed; however, the second projectile cannot refresh the cooldown.
Pale Cascade (W): (new effect) A small amount of damage dealt by moonlit champions will be returned while the shield is active. The damage returned will increase if Diana’s tier 2 shield is active.
Moon Fall (E): Diana fires a thin, instantaneous (think Yasuo Q but slightly longer) skill shot which applies a moderate slow to all enemies hit. The first moonlit champion will be pulled back to Diana and slowed. The mark will be consumed.
_Lunar Rush (R): _ After a 1 second channel Diana will become briefly (.25 seconds) untargetable as she travels a moderate distance (think Leona R) to the center of a target location. Upon impact, the area (think Leona R size) will become visually moonlit. She flies down a moon beam like a boss! Only allies can see the destination during her channel.
Any enemy champions in the area upon impact will be marked with moon light and slowed by 60% decaying down to 10% during 2 seconds. Any enemy champions entering the area after impact will stunned for 1 second and then slowed by 10%. Attacks from enemy champions outside of the area deal 20% reduced damage to Diana. While in the area, Diana’s gains (40% per enemy champion in the area) attack speed. The area will last for 5 seconds, expiring early if she dies. 1 second after impact, Diana may recast to consume the area and put into stasis (like hourglass but DoT still applies) for (2 + 0.5 * remaining area duration) seconds. Moderately-long cooldown (think Zed R).
Combos: Lane: Q > W + E > AA Team-fight: R > passive + W + Q > Q > AA (E if enemy leaves area for a stun) (reactivate R if in trouble)
Intended Effect of Rework:
- Meant to be more of a DPS assassin (between Zed and Yi)
- Her bust is moderate (ult no longer does damage)
- Kit is less mundane (magic damage autos, moonlight effects for all of her basic abilities, interesting ult)
- Retains the “go in but can’t go out” playstyle without relying on pure defensive stats to survive (due to the invulnerability from the ult recast)
- Unique style of creating a dangerous kill zone in the enemy back line
- It is dangerous go inside of her ult to help a carry, but less damage is dealt outside
- Plenty of conterplay (predict ult location and evade, doge her Q and E outside when outside of the ult, CC to prevent her sustained damage, play around passive)