A 1M mastery One trick's thoughts - Upcoming Diana rework.
Hello,
Let me start by saying I am a 1M mastery one trick on the lunar goddess herself. I've peaked at Platinum 4 season 6. I have learned the champion well enough to execute some difficult combos (RQ, R flash Q, RQ flash, RQ Zhonyas), and what her exact limits are when fighting. I have several thoughts on the champion, and what she needs to fit a clear role.
Let's preface by recognizing a simple fact: Diana's classifications in Riot's eyes is a fighter, not an assassin. The goal of the proposed rework gives a general idea of how they could throw her in the correct direction.
- Split up her burst pattern, and lower the overall damage.
- Add a delay between certain abilities (W, for example).
The numbers I'll be listing aren't the best representation of balance necessarily, but I feel this will bring her more in line with being a fighter rather than an assassin.
Passive ability: Moonsilver Blade.
On live, the ability itself needs no changes. I have noted for one adjustment; however.
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Diana no longer gains bonus attack speed; base attack speed and scaling are adjusted to allow for better scaling with attack speed items.
It is extremely important to note that her bonus attack speed in her passive tacks on low attack speed and attack speed per level. Removing this would let her shift into more builds that focus on her auto attacks.
Q Ability: Crescent Strike.
- Diana swings her blade, dealing damage in an arc. This ability may be cast twice. Once Counterclockwise, and once clockwise (live). There is a one second delay before she can cast Q again.
- Ability cost: 55 Mana at all ranks.
- Ability Damage - Deals 50/70/90/100/120 (+35 Percent of her AP) - Same damage on both casts.
This change does two very important things for Diana.
- This slows any burst patterns down - Q damage is now cut in half. She still has the benefit of clearing minion waves via two casts.
- This allows her for more sticking potential as she can apply the moonlight debuff twice.
W ability: Pale Cascade
W: Pale Cascade. - Diana summons three orbs from the sky that surround her. No cast time - takes .5 seconds to fall into her.
- New scaling: For each orb popped: 45/50/65/85/95 (+15 % AP) magic damage. Lasts Five seconds
- Shield absorbs: 40/55/70/85/100 (+20 percent AP + 3% max HP) per orb
- Mana cost decreased: 45 / 55 / 65 / 75 / 85
This allows for the following:
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No more shield burst - Diana will have a small delay before it falls down around her.
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The shield absorbs more damage when building into a more diver oriented AP build (think
. This will encourage her to build resist instead of burst. -
A decreased mana cost lets her use it more often in the jungle without running OOM.
E Ability: Lunar Rush
- Diana dashes forward to the enemy champion dealing 80 / 100 / 120 /140 / 160 + 30 percent of her AP
- Mana cost increased: 60 / 70 / 80 / 90 mana per cast.
- Cooldown adjusted: 22 / 19/ 16 / 13 / 10 seconds.
Changes result in:
- Dianas point and click ability does significantly less damage, and will mainly be used to gap close only.
- Mana cost is increased - I'm hoping this will force her into building more items that give her mana
. - Cooldown is adjusted, more incentive to use it as engage/stick potential even if Q misses.
R Ability: Moonfall
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Diana leaps into the air for half a second and slams her sword into the ground; casting the power of the moon onto the ground below her. This ability: Reveals, draws in, slows, and grounds all nearby enemies in the area. While Diana fights in the area, she enjoys flat bonus resistances for each enemy she pulls. This ability will pull everyone directly into the center of Diana.
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Mana cost is 100 at all ranks
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Cooldown is 150 / 130 / 110
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Bonus resistances are 10 armor / MR per enemy pulled (This is a change I'm willing to scrape out).
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AOE Size: 800 units
This gives the following to Diana:
- A clear engage tool, and something that makes her unique.
- Power budget in her ultimate
I'm not expecting a red response, but I'd like to at least hear thoughts on the basic abilities from the community. I really do love this champ.
Although I'm sad she won't remain an assassin, I know Diana can find an identity as a fighter.
TL;DR - Remove Q burst, make it two casts instead of one (one clockwise, one counter-clockwise, half the damage on each cast), add a delay for W, Switch E and R around. Nerf the dash damage, and give her real power budget in an ultimate.
Let me know your thoughts below.
Edits: Adjusted R cast range and cast time.
- Adjusted R cast range again, slightly less than Q range.
- Shield damage up some.
Leap of Faith