Yet Another Diana Concept

BOCKCUI9000·10/19/2014, 12:01:00 AM·1 votes·273 views

Hello, I understand that not being level 30 makes my case seem like just another noob complaining to compensate for lack of skills when playing on the rift. However, please bear with me as I have played LoL for almost 2 years (on and off, hence not 30). Now, I love Diana. She has been my go-to since a little after URF came out. I have played her every way conceivable. Assassin, bruiser, mid, top and even jungle. Of the champions available, I am most comfortable with her kit. A while back I heard that Diana was on the table for Riot and a rework may be coming in the future. I would like to offer my input as to where I would like this rework to head.

Thematics Diana is currently classified as a fighter/assassin, this dual identity is what Riot is trying to address with the proposed rework and they are supposedly favoring the fighter end of the spectrum. Personally, I can live with that but I enjoyed the flexibility that Diana offered to the her team. Oftentimes, I would take the initiative to change my build direction in order to accommodate my team's needs or to deal with the enemy. Having the freedom of being able to choose between a fighter, an assassin or a bit of both was what made me buy her in the first place. That said, I do play Diana as an assassin more often than a fighter but that's just my style. Diana was meant to be the opposite of Leona (Tank Support) so a damage dealing classification would seem appropriate for her. The trouble is, her base stats are rather high for an assassin (specifically the HP, armor and scaling MR), making her resemble a bruiser. I would still like being able to choose between being an assassin, a fighter or maybe a bit of both (ahem, Khazix ).

Gameplay As of now, Diana is a very niche pick as there are many other champions that can do her job more reliably or are simply better. This is due in part to the lack of an innate escape. She is forced to farm until 6 and then all-in the enemy with her sudden power spike. Diana's success or failure at this point will often dictate how the rest of the game will go. In teamfights, she ults onto the enemy carries and either kills them or explodes. Even if she kills them, she is left at the mercy of the enemy team unless they all die. I propose giving her a means of escape that is mechanically unique, thus removing the need for numbers to compensate.

Skills

Passive: Moonsilver Blade - This ability is fine, I would leave it as is.

Q: Crescent Strike - This ability is what makes Diana unique. Gets harder to land as the game goes on due to enemies familiarizing themselves with the path and timing. I suggest making the explosion at the end deal more damage (relative) than the travelling component of the ability. This will reward players for being precise with their aiming but still allow for followup with less accurate casts. If the direction of the arc could be chosen, it would be great as well but not necessary. Moonlight should reveal stealthed units.

W: Pale Cascade - A shield that can deal damage and refresh. This is the main issue at hand. This ability allows Diana to deal tons of damage but still remaining relatively tanky. I would prioritize this ability for the rework. In my opinion, Diana's ultimate should be moved to her W without completely removing her shield mechanic. Something like this would be nice:

  • Upon target cast, dash to target ENEMY unit, dealing damage. (Like Lee Sin W but only for enemies)
  • If target is afflicted with Moonlight, this ability has no cooldown and Diana gains a shield (HP shield that doesn't deal damage).
  • Shield does NOT stack.
  • Consumes Moonlight from all affected units.
  • If target is not affected by Moonlight, goes on cooldown as usual.

This forces Diana to choose how to use her ult. If she all-in's she has a way to bolster her survivability. Ability can still be used as a pseudo-escape if necessary.

E: Moonfall - If I ever get ganked as Diana, I either flash and run or try to walk back to safety and use this ability to slow enemies if necessary. However, my efforts with the latter are often counterproductive as I pull enemies closer to myself and the slow isn't significant or long enough to make a difference. I suggest:

  • Pull in enemies around her and steal movement speed. or
  • Pull in enemies around her and gain defenses relative to the number of enemies. or
  • No pull but significant slow.

As of now, I don't have an idea for what her ult should be but will be open to discussion.

Hopefully, this wall of text will win over some hearts and gain some momentum for consideration but in the end, that is not my goal. I am merely sharing my ideas for a topic that I am passionate about. Thank you for reading.

TL;DR

  • Diana's role should remain the same, fighter/assassin
  • Keep the uniqueness of her kit, we don't want Akali 2.0
  • Give her options to harass back in early game so she doesn't need numbers to compensate for lacking areas (this is my main point)
  • Give her an escape so she doesn't just explode in a teamfight

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