[Diana Rework] How I think it should play out
Let's help the moon lady.
I'd like to drastically change her kit while making her play-patterns similar to live. I went for a bruiser-like pattern, focusing on sustained damage rather than burst, and giving her strong AoE CC and increasing her mobility in teamfight scenarios. I did that because as an assassin, i don't think she will ever overshadow Akali who does everything Diana does as an assassin, but better (kit wise, ignoring numbers). All of Diana's unique aspects are better suited on a bruiser (aoe CC, shield, sustained onhit damage).
Additionally, i want to make more interaction with the Moonlight debuff.
Keep in mind, I specifically kept the rework with as little numbers as possible, because this is about the design aspect, not the balance aspect of her kit.
Without further ado, let's go.
Passive - Moonsilver Blade
Every third attack against the same target, Diana cleaves targets around her, dealing magic damage to all of them. Targets who have been affected by Moonlight receive additional damage based on their (current health/max health/flat damage - i prefer %current hp) and are applied the Moonlight debuff again for 3 seconds. Diana also has additional attack speed.
Now, this is new. This locks some of her power into her Moonlight debuff. You may be thinking that since her QR removes all Moonlight debuffs, she may never have access to it. Read on. If there is more than 3 seconds left on the Moonlight debuff, this won't lower the remaining time
Q - Waxing Strike
Diana launches a projectile that arcs to her right. Enemies struck by Waxing Strike take magic damage and are afflicted with Moonlight, granting sight of them for 3 seconds. In the next 3 seconds, Diana can cast Waning Strike at no cost.
Q - Waning Strike
Diana launches a projectile that arcs to her left. Enemies struck by Waning Strike take magic damage and are afflicted with Moonlight, granting sight of them for 3 seconds.
The combined damage should be slightly higher than live. Like, first cast doing 50% of live values and the second one dealing 75% of it. So moderate damage. This gives Diana more access to Moonlight debuffs, which interact with all her other skills. it's her primary source of moonlight debuffs, aside from her ultimate, which we'll get to later.
W - Pale Cascade
Diana gains a temporary shield and creates three spheres that orbit her, both for to 5 seconds. The spheres detonate on contact with an enemy unit, dealing magic damage to enemies around Diana. If all three spheres detonate, the shield is reapplied and the duration is refreshed. This second shield stacks with the original shield. This second shield's strength is increased by a set percentage for every Orb detonation that damaged an enemy afflicted by Moonlight.
Another interaction with Moonlight. This is gonna be a thing, y'know. This gives her more strength when going balls deep and less strength at general shielding from poke. What it essentially does is make it a battle shield, making it the most powerful when you play aggressive. I may change it to "every champion or big monster" from "enemy" so you don't get the bigger shield while just generally faffing about in the middle of a minion wave that you recently Q'd.
Additionally, makes the explosions centered on Diana, not on the sphere. Do this on live in fact. Immediately...pls.. Should deal low to moderate damage.
E - Lunar Rush
Diana becomes the living embodiment of the vengeful moon, rushing at an enemy afflicted by Moonligh, applying a stack of Moonsilver Blade and dealing magic damage to it. This removes every Moonlight debuff. Diana cannot use Lunar Rush on targets affected by Lunar Rush or Moonsilver Blade on in the last 3 seconds.
And now we have the tie-in with the passive. Basically, you can only dash to targets who have Moonlight on them, but you haven't dashed to or triggered your passive on in the last 3 seconds
This means that if you just QE'd someone and start bashing away at them, you don't lose your damage from Passive if Moonlight just happens to run out (because it prolongs it), but they are still able to disengage without you immediately being able to E them to make their retreat moot.
E has no cooldown, since it can only be used on Moonlit targets, it's just roundabout to give it a reset.
Should deal low to moderate damage.
R - Eclipse
Diana stabs her blade in the ground, drawing in all nearby enemies to her location, damaging and slowing them for 2 seconds afterwards. Each enemy champion pulled that has the Moonlight debuff on them grants Diana a small amount of resistances (or %damage resistance, either or) for a few seconds. For the next 10 seconds, Lunar Rush does not remove Moonlight debuffs. Enemy champions hit get the Moonlight debuff applied to them for 10 seconds.
The Moonlight and making E not remove the debuff makes it so she can dash indiscriminately among targets for 10 seconds, assuming she didn't dash to them in the last 3 seconds or triggered her passive on them. Basically gives her a huge boost in mobility for 10 seconds that's locked in a way by the E's limiting mechanic. This gives Diana a second way to use Lunar Rush and serves to be a short surge of power without being only a stat increase.
The extra resists/damage resistance on ult should make it so that Zhonya rush can be avoided and so she doesn't get immediately focused and destroyed after engaging. It should last for 2-3 seconds.
Damage should be moderate to high. It's basically her only real burst.
That about wraps it up. What do you think?
Again, i deliberately avoided numbers and only gave rough outlines for damage values because they would just make everyone focus on them instead of the kit concept.