[Analysis] Let's Talk about Diana (@gypsylord)
For a tl;dr of suggested changes, skip to "Issues to Tackle (and Solutions)" and read the
quoted text.
###First, some context for people who didn't see the GD discussion:
Here were gypsylord (a red)'s thoughts on Diana (note: they're his personal thoughts, not Riot's official stance):
Hrrmmmm...
I have some thoughts on Diana. Wondering what you guys think. Not saying any of this will actually happen. Just spitballing.
Hypothesis: Diana is NOT an Assassin. She is an "agile fighter" with a vacuum.
My opinion is that if we continue to sell Diana as "The tanky assassin with no outs." She's never going to be balanced. If she's ahead she just crushes you with no recourse and if she's behind she just dies every fight because she can't get out. On top of that she's always going to be fighting with Akali, Fizz, and the like for viability because we've had to nerf her "vacuum" out of the game to make her assassin pattern more manageable.
To me, the most unique thing about Diana is her vacuum (if we were to make it work like one). That's something that she can bring to the team that no one else in her class has. She could be this fighter who's focused, not on one-shotting squishies, but on diving into the enemy team and knocking them all together, setting up for things like Rumble and J4 ults.
Basically I'd want to shift power out of her burst pattern and put it into her Vacuum and sustained damage (passive)
Proposed change list:
- Stats - Increase Base AS
- P - Greatly increase base damage and AP ratio
- Q - Decrease AP ratio
- W - Unchanged
- E - Turn into an actual vacuum (increase pull distance and radius)
- R - Remove Damage (Lowers burst and incentivizes using for movement, no more double tapping a guy 2 feet from you to secure a kill)
Thoughts? Is something like this what you'd want as a Diana player? Is removing the assassination pattern a big no-no? Is putting another vacuum into League super unhealthy?
###
What defines the scorn of the moon?
Hypothesis: Diana is so unique that almost everything in her kit is a defining feature.
- Her passive
- The unique shape of her q
- Her vacuum
- Her R reset, which requires her R (arguably less unique because of nid, post-rework)
- Her playstyle as an "all-in, do or die" champion (her w, while not defining, helps enforce this playstyle)
There's one feature, though, that I think defines Diana more than anything else:
- The variety of builds and playstyles available to her
If you take a look at the GD thread, and the original Diana discussion, you'll notice immediately that people like her for all different reasons. Some people like being the assassin with no outs. Others like being a dps bruiser. Hell, I even know someone who likes building her FULL tank, with rylais and frozen mallet, and being the champ who distracts/locks down the enemy carries.
I have more analysis to make here, if you all are interested, but I think the more interesting thing is what to actually do about Diana, so I'll just leave it at this:
####The best Diana rework, will preserve her ability to build for a variety of playstyles.
That's a daunting task. Let's take a closer look:
##
Assassin Diana

Objectives: Pop a carry, then clean up.
Playstyle: Wait in the wings until a teamfight breaks out, then dive in on the enemy team's back lines.
Weakness: Squishy. Any CC and you're dead. Engage before your team and you're dead.
##
Bruiser Diana

Objectives: Engage, get the enemy grouped up so your team can do a wombo combo, do dps while being tanky
Playstyle: q-r-e-w to engage, zhonya to buy time for follow-up, auto attack a lot, so your passive does good aoe damage to all those enemies you just got grouped up.
Weakness: If you engage, you'll be tanky, but not tanky enough to survive without follow-up from your team. While your aoe dps is respectable, your burst is much lower.
##
Full Tank Diana?

Objectives: Engage, get the enemy grouped up so your team can do a wombo combo, stick to the enemy carry, tank lots of damage Playstyle: q-r-e-w to engage, repeatedly q-r to the enemy carries Weakness: You do very little damage, and have less CC than most tanks.
###Issues to Tackle (and Solutions)
- "How do we make Diana tanky when she builds tanky, but squishy when she builds AP, given that an aggressive shield is a really good way of enforcing her 'all in' playstyle?"
Solution: Rework Diana's W.
Diana's original shield refresh no longer scales with AP. Instead, it scales with number of enemy champions damaged. This scaling gets weaker as Diana builds more AP.
This means that Bruiser or Tank Diana can jump into the middle of the enemy team and pop her w to tank a huge amount of damage. But if AP Diana did the same thing, her shield would not be as significant, so she'd get popped anyway. It also has the side benefit of reducing AP Diana's feast-or-famine aspect: if she's ahead, she's squishier; if she's behind, she's tankier.
- "How do we give Assassin Diana good burst and poor dps, but give bruiser diana bad burst and good dps?"
Solution: Number tweaks across her kit
Passive: Better bases, worse scaling, remove bonus AS and add it to Diana's base AS
R: Hit the base damage really hard, but give it very good scaling - this will do more damage than on live, on glass cannon diana Q: Also nerf the base and increase the scaling, but not as intensely as R; this ability should end up doing about the same amount of damage on glass cannon diana as live. W: This will probably just recieve straight-up damage nerfs. You should take it for the shield (this is your fallback pattern), not the damage.
This means that AS Diana doesn't need much AP to do DPS (so she can afford to build tankier), but she won't have very much burst - her skills will be used primarily to stick to her target. With this build, though, she's probably more interested in attacking groups of people to really make use of that passive, than sticking to carries. This complements what she wants to do with w and e.
Putting more of diana's lategame damage in her ult also forces her to make a choice between mobility and burst: putting that damage in q or w would lead to the Nidalee problem, where the answer to "Should I chuck my q out for massive damage?" Is always "yes."
- "Diana's damage is unloaded really quickly, and is really hard to dodge - if we buff her total damage as an assassin, how do we ensure that that she can't assassinate a carry who is being properly protected by their team?"
Solution: This is a numbers thing.
Basically, Diana's numbers need to be tweaked so that a qwerr (+ lich bane) combo deals 80-90% of a carry's hp, but not more. The same combo, plus Diana's passive, should deal 100% of their hp.
In a teamfight situation, as a squishy assassin with no escape and no way to hide, if you don't kill the carry in a single combo, you will get CC'd and bursted down. As this iteration of Diana, it's near impossible to get your passive off on an enemy carry, or to get in a second spell rotation before you get CC'd, unless you charged it first. If you charged it first, the enemy can see that, and stay out of range until it runs out. Note: some of you may try to argue that it's easy enough to q-r to a different enemy, then R to the enemy carry for the passive proc. But then you're wasting damage on someone who's not the carry, and you need all your damage to kill the carry.
This means that there's a window of opportunity for the enemy team to CC and burst you between when you make your first rotation and when you get your passive off. Additionally, this means that if you do get the carry from full hp, you're still going to die afterwards, since you needed your second R to kill the carry. On the other hand, if you wait a little, to clean up, you'll be able to kill a half hp carry with only 1 R, allowing you to escape, or move on to another target.
Anyway, That's a long post - I hope that the formatting makes it easier to get through.
Thoughts? I'll be iterating on this design as people point out flaws with my current ideas.
Cheers,
Hyrum Graff
######@Vesh; @BaconHawk, good enough for a Red Hug or a PotD? Shameless self-promotion OP ;)
P.S. I also think it'd be really cool for Diana's E to have a pull-push effect on it, maybe with a larger push radius per enemy hit with the pull, because I can imagine Diana making really cool plays with it (qrew to group them, shield and damage, then e-r to scatter them and escape). However, we'd need to evaluate new Diana's balance before playing around with this one.
ult or
ult.