Diana Redesign Concept
So I was reading a red post calling out for players to make changes to Diana's kit. I thought that I would post what I had thought up, and I thought that through people critiquing my material, we could have a nice, healthy discussion about some ideas that the community would like for Riot to consider in Diana's inevitable gameplay update.
First things first!
Passive: I was thinking about a two part passive (as is becoming increasingly common nowadays) First passive: Diana gains X movespeed while not visible by enemy team (I was considering Diana's association with the night, and I thought that this would be a way of keeping jungle Diana's clear speed up while reworking a passive that many players couldn't precisely keep track of due to clarity issues) -Good for ganking -Encourages opposing team to purchase wards -Of no consequence whatsoever in teamfights Second Passive: Moon's Pull-Targets marked by Moonlight suffer a slow of X% that decays after X seconds. Strength of slow decreases based on distance from Diana. -Offers utility throughout the kit versus overloading Diana's utility on one spell -The problem was that Diana had no chase potential if the R-Q-Q combo was missed, so now Diana can contribute to a teamfight even if her ult is not available
Q: Diana calls down a point of light with a slight delay (I envisioned this point to be about the size of Karthus/Syndra Q). The light broadens over a period of X seconds into a circle of radius X. Targets struck by the initial cast take X magic damage. Enemies that enter the circle at any point are marked by Moonlight. -Utilizes passive -Reward for hitting skillshot -Zone control
W: Passive: Attacking or casting spells on enemies marked with Moonlight gives true sight of enemies for X seconds and does X magic damage. Active: Diana gains a shield of X for every champion marked by Moonlight. Once the shield has been received, the Moonlight marks are consumed. (I was thinking that the CD of the active would be fairly large due to the strength of the passive) The full strength of the active will be seen shortly -Defense without AP scaling (good for fighter/tank itemization) -Damage without AP scaling (good for fighter/tank itemization) -Utility through true vision -Shield not useless if Diana can't pop spheres
E: Diana's next basic attack silences the target for X seconds and does X additional magic damage. This attack also applies Moonlight to the target. -Without the vacuum, Diana doesn't have hard CC for interrupting channels, so to keep the anti-mage character as part of the kit's identity, the short (hopefully like .5 seconds) silence was introduced -Utility due to passive
R: Diana snares all Moonlight-marked targets within X range, consuming all marks, and teleports to the nearest enemy champion, applying a stack of Moonlight. If this marked target is killed while the Moonlight mark persists, the CD of Diana's ultimate is reduced by X%. (X/2)% for assists -More team-fight oriented ult. -Less focus on the Q-R-R. More sustained damage
Ok. I know that was a wall of text, but I needed to address the whole kit before talking about the changes as a whole. So, right now, Diana is feast or famine. You either dominate the other team, or you're sort of useless. Her utility outside of damage is pretty minimal. These changes were aimed at both opening up new playstyles as well as making older playstyles healthier. This is by no means the only suggestion that Riot is going to get, but I thought that I could get some feedback on what we could do for Diana. TLDR: More utility for Diana spread throughout her kit. Potentially less damage in full AP build but new fighter playstyle emerging? Please give suggestions! PS: I know math, I'm just lazy. I understand that I can't keep referring to unknown quantities as "X." But I did, so deal with it.