Diana and the mage update

Rozair··3 votes·766 views

So currently Diana is an assassin because of the lack of ap brusier items. Well with the changes to hextech items and abysal scepter I think now would be a good time for a small changed to Diana to make her more of a bruiser and less of an assassin.

I believe the key to this is dianas pale crusade. It gives a sheild equal to her ap. I think a more healthy change to gear Diana more towards a bruiser would be to scale the sheild value off of her bonus health and the damage off of her ap.

Also another change could be something with her e to give Diana some kind of buff or darnor/magic resist bonus when hittinf a champion with it.

They could always take Damage from her so I think that if she had more mechanic skill rather than land your q and go ham she would be much cooler.

I main Diana and I really love her as a champion I just think that she is a bit outdated now and unproperly itemized

2 Comments

painapple1 votes

I agree. Played some Diana jungle since I got a skin from a hextech crate. She deals insane burst but something just doesn't feel right when playing her. The gimmick of desperately trying to land Q and building as a glass cannon to be relevant feels very very unnatural. I won much more than I lost with her in the jungle thus far but I still feel uncomfortable when playing her.

Randomonium1 votes

I would expect that the new items are going to favor Diana heavily so I would not recommend they change anything with her kit until we see how much the new items affect her power level.

My guess is she'll get a tune up when Riot decides to do their "diver" update which I'd assume won't happen until season 7.

Thematically I think Diana should be beefier than she currently is (more like Vi and less like an assassin.) People primarily build her glass cannon because her scaling ratios are all very nice. If they upped her base damages but reduced the scaling that would encourage her to build more bruiser. I like the idea of making her W scale off two separate stats because that gives her a very defined choice of "do I want more damage or do I want more tankiness."

I also like the idea of giving an Armor/MR steroid to her E. Maybe tie the Armor/MR bonus duration to her passive in that every time you land a cleaving blow it extends the duration by 1 or 2 seconds (or reduces the cooldown of her E by 1 or 2 seconds.) This would give her more incentive to build attack speed and some very strategic item decisions (i.e. do I build AP for more burst or do I build attack speed for more sustained damage and tankiness.)

Finally, can we remove the "+20% attack speed" from her passive and just increase her base attack speed? The only thing that part of the passive does is make attack speed items worse on her because attack speed items are based off your base attack speed.

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