Diana kit thoughts
Passive - AS increase removed. All abilities now apply Moonlight to effected targets. Moonlight charges are consumed by other abilities. Passive damage now pulls targets in if they are effected by Moonlight when damaged. -This change to moonlight makes it a secondary resource system and a combo system. Functioning as both a boost in performance from her current state as well as something to hold that back. Pull in change is because the plan is to remove her AoE pull. It is rarely used in the same way Orianna uses her ult. Making it more selective shouldn't be a huge issue.
Q - Grants 20% attack speed for 3 seconds when attacking a target effected by Moonlight. (Base AS or scaling AS will likely get increased) -The 20% AS is a passive and does not consume Moonlight.
W - On use, applies an AoE slow. 20/25/30/35/40%. Slow is doubled for 0.2 seconds if an orb damages a target effected by moonlight. *-Not much of a change. But she'll feel odd without her slow. *
E - Moonfall removed. This will now be the source of Lunar Rush. Damage and CD adjusted as needed. Range reduced to 600. Increased to 900 vs targets effected by Moonlight as well as the CD reduced(not reset) when using on targets effected by Moonlight. *-E and R are problematic abilities for her IMO. She has the ability to keep a target on her as well as Akali. (1pull +2 jumps) Although Akali does this easier, it's still a huge pain to avoid a well played Diana. Once she is on you there is little you can do to escape. But this also came at the requirement of her landing a Q. This change will help balance that in the middle. *
R - Gaze of the Moon Diana casts the light of the moon at her current location in a large area(width of the River). It will follow her around at half her movement speed. All targets in the area are automatically effected by Moonlight and all champions not within have their vision slightly reduced. Diana gains full vision of the area the moon shines over. -It will overall create her battlefield. If you choose to fight in it she will have the advantage. It does not follow her very well. It will also last quite a while. Probably 15 seconds or so.
As long as Diana is within the moons light she gains bonus effects to her abilities. Passive - Only requires 2 attacks per proc. Next attack will automaticly proc it after R is used. Q - Passive AS increased by 10/15/20%. Size and range increased by 15%. W - Bursting an orb deals 20/40/60% of the damage to anyone in the moons light. E - Can be used on anyone within the moons light and does not consume Moonlight on use. *-Enhanced abilities in her battlefield. And can make her a monster in a teamfight. Maybe change passive from reduced stacks to increased AoE. *
Unsure if these changes would prove to be too much of a nerf. She loses her ability to stick to a target easily and her on demand CC. This leads her more into a Bruiser roll than an assassin. I could see her still working as an assassin in this kit. But without her ability to reset R and stick like crazy glue to a target I would say that side of her is hurt. This may end up ruining her ability to play Mid lane as she does now. But her ability to jungle and play top lane should be greatly improved.
R may require a bit more as well. Possibly some stats while in the moon's light. But she can already be very though and I wanted to avoid that. None of the changes increase her damage directly. Just the range of it's effect. Maybe granting Q an execute effect at the end of it's tip instead of the AS increase. Perhaps a CDR boost when in the light.