@Meddler Diana feedback/Sugguestion

Darth Sidiouss··5 votes·695 views

Hello i have some deep concerns for Diana at 3 am .-. yeah but let me explain. First off i have more than 120k in Diana and i feel strongly on these suggestions and statements as i used to main her but i stopped because as strong as she is, she is not that good ive realized and the problem is around her kit which is why i firmly believe her pick rate to be so low currently.

Crescent Strike When going mid Diana specifically clearing minions is really punishing on her mana about almost half her total mana using just Q & W just to get around 6-7 cs ! Why? because if you go AA the minions as much as a good clearer she is the last hitting is pretty hard early on and attempting to last hit with Diana's AA leaves you open to a bad trade in lane and forces you to spill out more mana to try to make the trade more in your favor, mind you this all for a few cs in gold. To fix this i suggest nerfing the power of crescent strike early on from 60 to 45 and decreasing the mana cost from 55 to 35-40 and have it scale back to 55 as she lvls. Additionally i think she needs a larger mana pool from 297 to around 320 and have the mana per lvl increased very slightly as well.

Lunar Rush I have no problems with her W and E they seem fairly balanced to me so lets talk about her R. With lunar rush i strongly feel this attack makes her feel very linear and kamikaze like for when using it i feel like have only one direction to go and when going that direction i am either gonna die or make the kill and there's honestly much safer assassins than her who can pull much more off with there kits than Diana. the solution for this is the change her ult from a point click to a aiming shot with a direction (distance can be changeable by dragging the cursor.) with a indicator at the end of the arrow showing who you would hit. When you activate it you would dash forward like always and when you make contact with an enemy champion you strike them. This would make the skill more challenging and give Diana the chance to escape if she landed her crescent strike before using lunar rush to engage. This gives Diana much more diversity in plays as she wont be as linear as she is now.

7 Comments

Evenstar3 votes

Diana is fine, leave her alone.

Darth Sidiouss1 votes

yet her pick rate is extremely low when shes very strong ?

blfUvZ8Ybu2 votes

I hope Riot reduces her absurd burst.

venomous frost1 votes

You do realizing you are nerfing her hard? just get 2 doran rings and there are no mana issues whatsoever

Darth Sidiouss1 votes

her Q would do less damage ealry on but use less mana even with 2 or 3 dorans she would still burn through her mana after 2 or 3 trades in lane, i also sugguestted increasing the mana pool and mana per lvl.

Wînter Fox1 votes

The problem is you're in the wrong lane - Diana's a jungler

Sire Hippington1 votes

i agree that mana is an issue for her - but mostly outside of lane as it's hard to effectively itemize for it on her without to much sacrifices, which is a big part of why she sees more play in the jungle lately as runic eccos gives her the needed manasustain while beeing a good item overall for her. However, i think her Q is perfectly fine mana wise, it's actuall one of the most cost effective poke/wacveclear tools in the game. I think what gives more issues are the manacosts of her W, especially at higher ranks, so if she's pressured and needs the defense from her shield she runs oom to quick. Her E also cost a lot mana for a pure utillity skill, makeing it so going all in only is worth it if you are shure to get the kill or atleast force your opponent out of lane as you're mostly oom afterwards, and in teamfights you nearly have to oneshostuff as you won't have mana for much more than 2 rotations(considering you most likely won't start with full mana due pokeing/clearing waves/jungle befor the fight) Refunding manacosts on the ult together with the reset vs moonlight would also be an option to adress her mana issues.

And for her R, i think it's pretty fine as it is, if anything i would add a target allies to it for potential escapes though that's not really needed, but free(meaning no constrains) mobillity is just insanely powerfull, it opens up so much more savety, chasepotential, outplay potential and mapmobillity. She'd need rather heavy nerfs with such a change to stay balanced. i think the current version is one og the most challangeing parts of dianaa, as yiou have to consider more carefully when to go in and keep an i on the surroundings so you can evt use your ult on an distant enemy to make an escape.

Overall, i'd prefer her to recive a small rework, pushing her away from burst asassin towards diver, putting more focus on her dps with passive, survivabillity and her initiation potential with lunar rush into moonfall instead of raw burst, as her assasin playstyle leads mostly to a binary gameplay there she either explodes squishy with next to no counterplay or just dies instantly herself.

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