Diana rework feeling like a failure.

Shatter the Sun·12/17/2019, 6:13:24 PM·3 votes·3,663 views

New Diana is having a Placebo effect on people. While mathmatically her damage is up only when she has R up and pulls more than 1 person, she does less damage over all now. Her Cool downs before were short with 15 seconds being the highest Cool down at lv 18. You could consistently get high damage off for surviving but now you put all your eggs into one basket with having a R that has most of your damage now.

Diana lost her identity now since she is not tanky enough to be a Fighter/Diver and does not do high damage consistently anymore because of her R being changed. The rework fixed none of her issues with having no escape or being feast or famine. Her ratios being lower only make it harder to go tankier because you lose your damage and your damage is tied to your tankiness [W]. Your passive got cut in half in exchange for more Attack Speed but you dont live long enough to do it. All this rework did was turn Diana into a scuffed Irelia. The trade off from getting to 6 was that you got short Cool downs and high damage. The reason to pick Diana was because your burst was reliable unlike other assassins who needed to hit things to kill. If you were strong enough you could just RQW and someone is dead. You probably died too but its the same thing now except you cant do it every 15 seconds and it can be dodged which destroyed her identity.

There are already other post explaining why this rework doesnt work but I am adding my 2 cent in.

36 Comments

e46 Fanatic12/17/2019, 6:44:31 PM5 votes

I like it. We need more Attack speed AP imo and this to me feels like reasons to finally build speed on her

Galiö12/17/2019, 6:28:25 PM4 votes

Well she was too strong before but needed 6.

Now her power is gated situationally so it's more fair.

She plays similarly to how she was before it was just kind of a... rebalance. Not really a huge nerf but def not a buff.

I'm sure if she needs more 1v1 dmg they can just amp her W or E.

GreenKnight12/17/2019, 9:41:35 PM3 votes

A failure, like every other existing rework. Riot will never learn.

Posui Gart12/17/2019, 8:02:57 PM2 votes

Reliable oneshotting with RWQ in 0.01 sec had to go away. Not being able to 1v1 an afk ADC if you are behind also had to go. Hit your spells, watch out your cooldowns

Drezden12/17/2019, 7:54:58 PM1 votes

I mean she is just more in line with other assassins. Has to be snowballing to assassinate basically.

Tomoe Gozen12/17/2019, 9:57:37 PM1 votes

Diana lost her identity now since she is not tanky enough to be a Fighter/Diver and does not do high damage consistently anymore because of her R being changed.

Diana never was a Fighter to begin with. She was probably intended to play as a Fighter/Diver but her kit always steered towards a more burstier playstyle. It never allowed her to keep her targets within range and her shield nerf a long time ago reduced her survivability. Turning her into a Fighter (after so long of not being one) was likely a bigger task to accomplish and would have a higher risk of failure, potentially turning her into something many Diana players weren't comfortable with.

The reason to pick Diana was because your burst was reliable unlike other assassins who needed to hit things to kill.

Old Diana was atrocious before. I'm speaking as one of the Diana players. I could never get to her 3rd hit passive reliably unless i opted into AS in the runes or at worst, Hail of Blades. I was always more comfortable to pick Dark Harvest of Electrocute but that was at a loss of her passive damage. Overstaying your welcome in a fight even with a procced passive would mean no way to back out and no damage to brute force a kill so you're always left in the middle ground of having to build RoA and potentially "tanky" items just so that you can survive a scuffle. She was always outmatched and outgunned in a fight against ranged mobile threats, like Fizz and LeBlanc.

This Diana speaks to me and my playstyle way more. Yea, you're basically tied to your R and E CDs but once they're up, she's a very high threat that does massive damage into grouped enemies. She's basically like Orianna's ball. All of her damage explodes in close range and you have the means to tag an enemy and go in. Her passive is a lot easier to proc as well.

ZephyrDrake12/20/2019, 9:25:48 PM1 votes

So... she is a failure because of something that if it ever becomes true it could easily be fixed with a few numbers change?[sg-lux-2]