Diana Rework, round 2?
Looking at Diana again, trying to make her more of a Diver/Skirmisher than an Assassin. Not much in terms of numbers here, minus the generally important ones.
Moonsilver Blade
Diana's attack speed cannot be improved except through growth and her abilities. Casting an ability grants Diana 30% - 90% (based on level) (+250% bonus attack speed) bonus attack speed for her next 3 basic attacks on-hit, with each one dealing modified damage equal to 33% of her total Attack Damage. Each attack can critically strike for 100% (+25% with Infinity Edge) bonus physical damage.
Every third basic attack on-hit within 2.5 seconds cleaves nearby enemies for bonus magic damage.
So, instead of consistent high attack speed, Diana now gains massive bursts of attack speed each time she casts an ability. This should allow her to more quickly get her 3rd strike off, as well as encourage her to space her abilities out for sustained damage.
Crescent Strike
Active: Diana unleashes a bolt of lunar energy that travels in an arc, dealing magic damage to enemies it passes through and afflicting them with Moonlight for 4 seconds.
More or less unchanged.
Pale Cascade
Diana draws upon celestial power, illuminating the ground under herself for 6 seconds. While inside the area, Diana receives 30% reduced damage and is shielded each second for a percentage of her AP and bonus health, stacking up to 6 times. The shield rapidly decays 2 seconds after leaving the zone.
Basic attacks against enemy champions and epic monsters reduce the cooldown of Pale Cascade by 0.5 seconds.
Now, instead of gaining a shield that sticks with her, DIana marks a location similar to a Kindred ult and that becomes her area. Used defensively, it allows Diana to withstand poke in lane / damage in the jungle. Offensively, it encourages Diana to stick in the fight and provides opponents' an incentive to get out of her zone.
Moonfall
Diana slows nearby enemies for 0–90% over 2.5 seconds. At the end of the duration, Diana reveals and draws nearby enemies up to 225 units toward her location, slowing them for an additional 2 seconds afterwards and afflicting them with Moonlight for 4 seconds.
Now has a bit of a wind up and an aoe slow, but can be cast preemptively and marks enemies with Moonlight to allow more dashing around.
Lunar Rush
After a brief delay, Diana dashes forward, dealing magic damage to each enemy she passes through and briefly stunning those afflicted with Moonlight. At the end of her dash, if Diana passed through an enemy champion afflicted with Moonlight, the effect is consumed on all enemies and Lunar Rush's cooldown is reset.
No longer a point and click and there is a brief delay before Diana hurls herself in a glow of moonlight through her enemies. To better fit the diver role, enemies marked with Moonlight are now stunned, helping Diana to land her Moonfall. With the extra Moonlight affliction from Moonfall, Diana should be able to stick better to her targets if she can keep landing her spells, and she should be able to get her 3 swipes off more easily each time she chases someone down with Lunar Rush.