Diana Rework Thought's and Ideas
My thought's on Riot's proposed Diana Reworks and My thought's and ideas on possible changes and a rework to her kit in comparison.
Riot's Current Rework Testing
Base Mana: 372 (+20) => 335 (+45) Attack Speed: 0.625 => 0.725 Attack Speed per level: 2.25 => 2.30
P Cleave Ap Ratio: 0.8>0.6 NEW: Grants 20% Movement Speed on proc REMOVED: 30-90% Attack Speed after casting a spell REMOVED: 15% of AP as mana on proc
Q Still has all of the previous changes to it in testing. Q: Reveals FoW on missile tip
E Cooldown: 26>18 => 20>12
R Reset time: 0.5 => 1.0
Last thing: The current iteration still has the R>Q reset removed. I’m hoping that, combined with her changes above, R>Q near-guaranteeing Q's damage is enough of a strength that Diana still sometimes opts into this combo without needing the gamble of a potential reset as additional incentive.
Note that none of this is final, so please share suggestions and ideas. The main consideration is that this work needs to stay low-scope, so we can't include any VFX changes or significant mechanic updates. This should also stay as close to power-neutral as possible since our focus is on making Diana feel better to play more than anything else.
My Changes Start Below here
My question is, Why are you significantly nerfing her passive? The passive change will significantly make her weaker and removes a good portion of her damage. If you were going to make such a drastic change to her passive, Why didn't you just give her something completely new and equal or better to her previous passive?
Passive - Moonsilver Blade: Could be, After 10 seconds out of Combat Diana's next 2 abilities will do bonus Magic Damage and Grant 10% Movement Speed after landing an abilty. Or it could be After casting 5 Abilities Diana's next 2 abilities will do bonus Magic Damage equal to 2% of her total Ability Power and Grant a small shield.
Q - Crescent Strike: I believe is fine and granting vision is a good change. Maybe increase the range a little bit as well.
W - Pale Cascade: Could stick with the Current ability which is, Diana creates three orbiting spheres that detonate on contact with enemies to deal damage in an area. She also gains a temporary shield that absorbs damage. If her third sphere detonates, the shield gains additional strength.
Creates three orbiting spheres that explode on contact with enemies dealing 22/34/46/58/70 (+20% Ability Power) magic damage. Lasts 5 seconds.Grants a temporary shield that absorbs 40/55/70/85/100 (+30% Ability Power) damage. If the third sphere detonates, the shield increases by 40/55/70/85/100 (+30% Ability Power).
Or if you change her passive to grant a shield you could change her W to,
New W - Effulgence Beam: Diana creates a stunning beam of Moonlight that blinds enemy player's caught in the beam. If an enemy player stays in the beam for 0.8 seconds they will be Temporarily Dazed for 1.2 seconds. Initial Cooldown will be 18 seconds scaling down from 18/16/14/12/10 Seconds at Max Rank. Upon ranking up Effulgence Beam the beams width will increase slightly making the targeted area a larger impact zone for the Beam.
E - Moonfall: Diana draws in and slows all nearby enemies. Passively grants Diana attack speed after spell casts.
Passive: Increases the attack speed gained from Moonsilver Blade to 50/60/70/80/90%. Active: Reveals and draws in all nearby enemies and then slows them by 35/40/45/50/55% for 2 seconds.
and you could keep the new rework lowering the cooldown of the ability and it works good. You could also, grant the ability some initial damage upon use to give Diana a little more use to the ability in the late game the initial damage could be a small burst of AOE damage. This depends how you feel about the possible R ideas I have as well.
R - Lunar Rush: Diana dashes to an enemy and deals magic damage. Lunar Rush has no cooldown when used to teleport to a target afflicted with Moonlight.
Becomes the living embodiment of the vengeful moon, dashing to an enemy and dealing 100/160/220 (+60% Ability Power) magic damage.Lunar Rush has no cooldown when used to dash to an enemy afflicted with Moonlight. All other enemies will have the Moonlight debuff removed regardless of whether they were the target of Lunar Rush.
Rework: Reset time: 0.5 => 1.0
New Idea R - Lunar Rush: Diana dashes to an enemy and deals magic damage. Lunar Rush now has 2 charges. Applying Moonlight to an enemy will instantly grant Diana back 1 charge of Lunar Rush.
Becomes the living embodiment of the vengeful moon, dashing to an enemy and dealing 100/160/220 (+60% Ability Power) magic damage. A Lunar Rush charge is instantly restored when applying moonlight to an enemy up to 2 charges can be gained back at any given time.
I feel these are the changes Diana really can use and they would significantly help the champion more than what you are thinking already. Also, keeping some of your reworks in the proposed changes here I feel would do wonders for Diana. Might sound intimidating but I think these changes will offer Diana as a champion and the players a much better experience playing her.
I know you said, The main consideration is that this work needs to stay low-scope, so we can't include any VFX changes or significant mechanic updates. This should also stay as close to power-neutral as possible since our focus is on making Diana feel better to play more than anything else.
I don't feel my ideas are too big of a change or too many significant mechanic updates are made to be an instant bad idea. I feel like these are good ideas for the champion. Though they may not be perfect they may be something you could build off of to make the correct changes to the champion because as of now the rework you guys have in place I think makes her significantly less rewarding to play and is only going to reduce how often she is played even more. Would love to hear Riot's thoughts on my ideas and what you think. I am in school for game design and I put a bit of effort into thinking of changes for her since I do really like playing the champion just wish her kit was a bit better.