Diana buffs

werewolvecaster·1/17/2015, 12:41:26 AM·1 votes·440 views

Passive: Moonsilver blade (20/25/30/35/40/50/60/70/80/90/105/120/135/155/175/200/225/250) (15+5/10/15/20/25 at each level) 80% magic scaling. After 3.5 seconds of not attacking passive will reset. 20% permanent as buff. Ok so I think it should be 4 seconds until it resets and give some clarity to it in game. as buff from passive I think it is ok or maybe it could use a extra 5%? The dps early is horrible 20 bonus damage for sure buff I think it should be more like this. (40/50/60/70/80/95/110/125/140/155/170/185/200/220/240/260/280/300) 100% scaling.

Q: Crescent strike (60/95/130/165/200) 70% scaling like last time I feel the early game is weak. (80/120/160/200/240) 80% scaling

W: Pale cascade 1 orb (22/34/46/58/70) 20% scaling---- Max damage (66/102/138/174/210) 60% scaling its ok could use a slight buff. (25/40/55/70/85) 20% scaling per orb ---- max damage (75/120/165/210/255) 60% scaling. Shield strength (40/55/70/85/100) 30% scaling----- after reset (80/110/140/170/200) 60% scaling. weak early game late game looks ok for a shield with a reset but 1st scaling needs buffs. (60/75/90/105/120) 40-50% scaling. reset shield (120/150/180/210/240) 60% scaling.

E: Moonfall only needs a range buff 350---400

R: Lunar rush (100/160/220) 60% scaling needs damage buffs even tho it is resettable. (200/250/300) 100% scaling.

That is all thanks for reading and I hope some of these buffs can go into action.

2 Comments

Sozan51/17/2015, 1:40:31 AM2 votes

You do realize that you would just create a superior assassin with no equal? Much like the release Diana - except much, much stronger (and if you do remember release Diana... Well, just believe me - we don't want this here again). Btw. Your ult suggestion makes Veigar's ult look weak.

If anything, I'd say that she needs change more along this line:

Base Stats

Attack Damage: Base up to 55 (from 53) Attack Speed: Base increased to 0,668 (from 0,625)


Passive - Moonsilver Blade

Damage: 25-310 (+50% AP) Magical Damage every 3rd hit (from 20-250 +80% AP) Bonus AS: +20/25/30% Attack Speed (At levels 1/7/14)

**Q - Crescent Strike **

Damage: 65/105/145/185/225 +60% AP (from 60/95/130/165/200 +70% AP) Mana cost: 45/50/55/60/65 (from 55 at all ranks)

**W - Pale Cascade **

Damage (per orb): 25/40/55/70/85 +15% AP (from 22/34/46/58/70 +20% AP) Damage (max): 75/120/165/210/255 +45% AP (from 66/102/138/174/210 +60% AP)

Shield: 50/70/90/110/130 +25% AP (from 40/55/70/85/100 +30% AP) Max Shield: 100/140/180/220/260 +50% AP (from 80/110/140/170/200 +60% AP)

Mana Cost: 65/70/75/80/85 (from 60/70/80/90/100) Cooldown: 10/9,5/9/8,5/8 (from 10 at all ranks)

**E - Moonfall **

Cooldown: 26/23/20/17/14 (from 26/24/22/20/18)

**R - Lunar Rush **

Damage: 110/170/230 +50% AP (from 100/160/220 +60% AP)


Now what would this accomplish:

  • Make all her attack speed (both from level and items) more valuable (since it increases with base AS)
  • Make her jungling easier with the shield on lower cooldown and with higher bases
  • Make her less efficient with AP, while increasing her base damage
  • Generally decrease her burst (especially with ultimate)
  • Increase her DPS output (with more power from AS item, stronger passive and lower cooldown on W)
  • Increase her survivability (with lower cooldown on W and higher shield)
  • Increase her utility (with lower CD on E)

So basically, it would would make her an AP Fighter (with tankier builds) rather than AP Assassin/Fighter-ish thingy she was. Also, it would make her different from Akali (because let's be honest - their kits are rather similar - and if both are assassins, one will be always better than the other).

werewolvecaster1/17/2015, 5:30:46 PM1 votes

I see my mistake now I was changing Diana into akali then you fixed my buffs into Diana again thanks I would rather use those buffs :O.