@Vesh @Morello - A plea for a Band-Aid fix: Please don't leave waiting any more years!
I want to start with the preface that these are far from my thoughts alone, they’re mine and several Plat and Diamond ranked Diana players who I asked to help me prepare this. So please take this for what it is; a letter from multiple Diana players ranging from Gold to Diamond 1 who are asking you to consider what we have to say.
For those too impatient to read this there is a TL;DR in bold partway down... aaand I missed the "us" in the title and it won't let me edit it anymore. If a moderator gets a chance please fix that.
It has been over a year and a half now that Diana was nerfed beyond enough to ensure the objective (Diana never seeing LCS play again) gets secured. That patch was December 2012. In a game with over 100 characters it’s common to leave some of them hanging in limbo until a complete rework and that's what I'm afraid of; that our favourite character will be left unviable for another two years if not permanently. If you refuse to call her unviable, then let’s replace that with “incredibly frustrating”.
Some side context: [Start] I want to make it clear I don't use the word "unviable" lightly at all. I hate buzzwords that are thrown around by those who have no experience on the specific topic. Just last season I had nearly 300 ranked games as Diana and I truly believe that as low as 1400+ Elo Diana is one of the very few that can justifiably be classified as unviable due to the sheer difficulty of winning a game relative to any other mage in the game. It only gets worse the higher the rank goes according to the Diamond players and also the statistics. There’s the painful fact that anything she can do another champion can do better while being far safer.
I also want to make it clear that I don’t just look at statistics blindly either. Win rates mean nothing without a lot of context behind them. In Diana’s case her win rates are extremely bloated, perhaps the most bloated in the game. There are relatively few that play her at each rank so those who do tend to be mains or at least those with far beyond average mechanics and understanding of the character relative to their respective Elos.
Last month in Diamond Diana’s win rate averaged 47%, which seems fine and dandy until you consider how many of those players play mostly just Diana and how much of an easier time they would have winning as another champion that they aren’t nearly as good at. How much would that win rate be if she was just played as regularly as other champions in ranked are?
The opposite holds true for very powerful champions due to their popularity. This means deflated win rates. So it irritates me to no end when someone makes a comparison of a powerful champion at say 54% being compared to Diana at 47% saying that she’s “fine”. That 54% would be incredibly higher if the same ridiculous level of time and effort was put forth as it is for Diana to maintain a win rate in the 40s. [/End]
That patch in Dec 2012 hit every single thing she had which left her with a win rate in the 20%s constantly (for a month?), if the internet is to be believed, until the next patch. It was obviously meant to remove her from play (especially competitive), we get it, but it was way more than enough. I remember distinctly a high of 28% at high Elo. About a month after that you guys rolled back some of the nerfs but she’s been in shambles since.
There have been a lot of buzz words thrown around such “unhealthy” but anything Diana does another assassin (Fizz, Akali, Talon, Yasuo, etc) can do better. Any reason you have for not allowing Diana to be in a viable state until a rework is rather weak considering there are other champions that have the same so-called undesirable traits yet are far more powerful and worlds safer. If they get ahead, they hold the lead a lot easier than Diana can and can close games a lot easier as well.
This isn’t about wanting free power to win, this is a plea telling you that there’s a lot of us who’ve lost interest in this game because a unique character is simply too painful and stressful to use. It drains the fun out of the game. There’ similar champions such as Akali we could use if we wanted a powerful champion, but it’s not fun, it’s not the same… yet Diana as she is, is nothing but stressful.
Even though Gold+ may make up only 20% or so of the ranked population please don’t disregard us. There are tons of champions with preposterous win rates (especially at Diamond) which Rioters themselves said will not be nerfed because they’re not considered threatening in competitive play at the moment (Rammus, Amumu, etc). I would be willing to bet that if mid Season 2 Diana was thrown into the game she wouldn’t be a common LCS pick (if used at all) with how much things have changed, especially items and the change in the champion pool itself.
TL;DR/The point: A rework which may never happen is too painful to think of, it’s already approaching two years and from everything you’ve told us there are no plans of beginning on a rework. All of us are asking for a Band-Aid fix; please consider something, ANYTHING to hold us over until a rework!
We've compiled a large list of changes that could be used as temporary Band-Aid fixes for you to consider. This was all taken into consideration relative to the current state of the game and is keeping in mind her tiny mana pool. That and the fact that her mana costs and cool downs were never adjusted after the skills themselves were nerfed. Also please remember her itemization nowhere nearly as powerful as it was before.
Edit: It seems I wasn't clear enough, we're certainly not saying we think all of this should be applied, we just wanted to leave a comprehensive list of changes that could be considered.
**Passive – Moonsilver Blade: ** Original - 20/25/30/40/50/65/80/95/110/125/140/155/175/195/215/240/265/290 (+0.6 AP) +20% on 0.625 + 2.25% base AS R acts as a stack Current - 20/25/30/35/40/50/60/70/80/90/105/120/135/155/175/200/225/250 (+0.8 AP) +20% on 0.625 +2.25% base AS R no longer grants a stack Radius reduced
Context -
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The ratio was increased to 0.8 AP from 0.6 AP since Lich Bane was nerfed from 0.75 AP to 0.50 AP after Diana was already considered unviable. An average trade was 2 Lich Bane procs and 1 passive proc. That’s 0.6 + 1.5 for a total of 2.1 versus the current 0.8 + 1.0 totaling 1.8.
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The cleave radius was reduced so her passive actually doesn't hit what the animation shows anymore, definitely nothing on the back swing.
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There was a very painful ninja nerf that removed her R from acting as a passive stack essentially making it incredibly difficult to land it on an opponent. Having it prepped means they can just walk away, as you clearly glow, until the time runs out otherwise you have to manage to somehow land an extra hit (fat chance in a lane short as mid). We’ve still never been told what patch this nerf was introduced. Meddler has told us that his oldest copy of the game from Nov 2013 already had the R stack patched out.
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Her passive grants 20% to her attack speed in order to leave her with an abysmal AS base of 0.625 + 2.25% ensuring that she gets very little out of building AS. This makes items such as Nashor’s Tooth statistically not worth buying as a mid laner.
Possible Band-Aid fixes: Restore her passive’s range and give her a bruiser level AS base. Shyvana and Jarvan have 0.658 + 2.50% which seems appropriate. Since her R can no longer grant a stack allow her to hold onto her passive proc like Annie does. Annie does it from a distance with a less noticeable effect than entirely glowing like Diana does. This would grant Diana sorely needed lane presence to miss less farm as she’s bullied from a distance.
QoL fixes: Add a passive stack indicator please! If the passive is going to be on a timer then including a time indicator as well would be great. Basically these could both be on the passive icon.
Q – Crescent Strike: Original - 80/125/170/215/260 (+0.8 AP) Temp - 70/110/150/190/230 (+0.7 AP) Current - 60/95/130/165/200 (+0.7 AP)
Possible Band-Aid fixes: Reverting damage to 70/110/150/190/230 (+0.7 AP). Decreasing CD by 1 second to 9/8/7/6/5 due to the fact that her build paths currently don’t allow for any CDR.
W – Pale Cascade: Original - 20/36/52/68/84 (+0.2 AP) damage. 55/80/105/130/155 (+0.45 AP) shield (4s). Current - 22/34/46/58/70 (+0.2 AP) damage. 40/55/70/85/100 (+0.3 AP) shield (5s). Explosion radius reduced Shield now stacks after all orbs explode
Possible Band-Aid fixes: Reverting damage to 20/36/52/84 (+0.2 AP). Reverting the explosion radius. Decreasing its mana cost to 60/65/70/75/80 from 60/70/80/90/100. Increasing shield to 40/60/80/100/120 (+0.35 AP).
E – Moonfall: Context - The precise size of this was never stated (450 radius?) but the massive decrease in its size is the same as it was from the doom patch of December 2012.
Possible Band-Aid fixes: What is it now? 225? 250? Again, it was never stated. It could easily have another 100 range and still require burning flash in order to actually catch someone with it who isn’t already point-blank from using R. The flat 70 cost is brutal; this is one which we all strongly feel needs to be adjusted to 50/55/60/65/70 as no one uses it in lane due to the flat 70 cost which is nonsense relative to her mana pool. The pull could be changed from 0.5 seconds to 0.75. Anything could be done about the absurd 26/24/22/20/18 cool down. This skill is one of the biggest complaints all of us have from Gold to Diamond, what it does is nowhere near proportional to the cost and cool down time.
R – Lunar Rush: Original - 100/160/220 (+0.6 AP) damage. 20/16/12s CD. 900 range. 50/65/80 mana. Current - 100/160/220 (+0.6 AP) damage. 25/20/15s CD. 825 range. 50/65/80 mana.
Context - It’s listed at 825 range, while her Q is listed as 830, near identical considering melee range is 125-175. But in the actual game they’re a large chunk apart especially if the end orb radius is taken into consideration, that makes it look significantly smaller than the 830 range Q. Resetting her ult is critical yet in her current state there is rarely a possibility to wait for Q to come back up so it must be used twice immediately leading to my next point. The double cast cost makes her ult essentially cost 160 mana.
Notably, her ult doesn't reset on kills like Akali's does, nor can it act as an escape like other gap closers do (Jax anyone?).
Possible Band-Aid fixes: Make her ult range actually match her Q range. Decrease the CD by 2 seconds. Allow resets on kills to match Akali. Allow her to use her ult like others use their gap closers, to jump to allies or wards for an escape as she is the only all-in melee mage with no escape to speak of.
QoL fix: Her ult goes on CD if the target dies before she hits it. Other champions had this issue and they were supposedly fixed, why was Diana left out? Please fix this, it should be easy to do and is incredibly annoying when it happens in clutch moments.
That was a lot harder than expected. I hope you consider our thoughts and how unhappy we are with the state of our favourite champion considering the massive amount of time we’ve been waiting. We can’t emphasize enough that if we wanted a powerful champion we could have just moved on to another champion. There’s similar champions which do a much better job and are easier to close games with, but to us they’re just plain not fun. Anything at all to tide us over until the rework would be appreciated.
I’d like to end on the note saying please do not be afraid to try crazy experiments on the PBE. We’d all be glad to test whacky stuff week after week even if none of it sees the light of day. At this point any glimmer of light is appealing.
's ult is fun! :D