A comment + idea towards upcoming Diver update

905·6/5/2017, 11:53:09 PM·7 votes·2,384 views

**Table of Content:

  1. Introduction
  2. Idea + explanation
  3. Conclusion
  4. Smaller ideas Tl;dr (just read things in bold) **

Introduction

I recently noticed that Riot often tends to say that ‘’they listen to the opinions of fans’’, even Tryndamere – one of the founders says that the name ‘’Riot’’ comes from the idea of gamers fighting for their rights. Well this time I’m going to be the one standing up with my keyboard on behalf of League players. Of course I’m not judging you or anything, I know that there are things that are more important and that you not always see things the way players does, so considering that the divers update that is about to come I would like to touch on one matter that bothers me(and not only) since a long time. This is not a guide or a letter of complaint or anything like that, I just want to highlight one thing and kinda push a bit of your attention towards that matter.


Ok, after that small introduction lets’ start with the actual idea, so better grab some popcorn, because this is going to be an exhaustive one :D But it's worth of your time. (Sorry for English – Google translate was helping me)


Since a very long time divers were begging for a rework and finally, last but not least they are about to get one in near future, however one of them stands out a bit more, I guess that you already know who I’m talking about – Diana, the Scorn of the Moon. http://imgur.com/a/VDvYX The main reason why I would like to talk in depth about her is because she kinda stands out compare to other divers. Look at Pantheon, Xin Zhao, Jarvan IV, Wukong, Irelia ... they are very similar to each other, they are the PURE DIVERS. Jump in and annihilate everything on your way, this is what they have been known for, but what would you say about Diana?? **Is she a diver? Or a mage? Or maybe an assassin or a skirmisher? ** The answer is simple, she’s all of them at once and that’s what makes her unique but at the same time is her curse.

The more I played her, the more I understood the dualism of that champion and I came to a conclusion - the game was not ready for her; and by saying this I mean that she did not really fit into the game. She was designed to fit a certain role; however the nerfs changed the track on which she was sliding, making her turn aside. One season after the other she was falling lower and lower, forgotten, buried under the hype of other champions. And even that I flipped to other heroes there is still something that makes me coming back to Diana – **her uniqueness **that I mentioned before and that’s what creates this funny paradox.

http://imgur.com/a/ElWe9

A champion that is fun to play not because of its super complicated mechanics or very detailed and nice look, like in Yasuos, Azirs or Rivens case but because of the fact of playing that champion itself; its I would say ‘’personality’’, aura that it creates. A champion that is weak but at the same time more vivid than any other, maybe because Diana is a tragic character; not a black-white type of caricature that usually fights on the fields of Summoners Rift (no harm but look at gp - typical pirate, Yasuo - ronin, Rengar - predator) and I think that your senior illustrator Chengwei Pan understood that while creating Blood Moon Diana splash art.

http://imgur.com/gallery/99tLpsu

The reason why I was making u bored with this pretentious description was because I wanted to make an emotional background before you will try the main pie, so you can actually understand what we see in this conglomerate of code and pixels. Now time, for my suggested rework.


In order to see what Diana mains desire most I travelled through all of the internet forums and topics, since 2012 till now and I came up with a rework idea that will (I guess) satisfy most of the players. This rework focuses mainly on fixing issues that she is struggling with right now, without fading the ‘’personality’’ of the champion. Also I spent some time ‘playing’ with the idea so it could be easily implemented. Hope You’ll like it ;)

First, what we like about Diana/what we want to keep: • Her aggressive personality and theme (Cold outside, burning inside). • She is rewarded with defence by going offensive (Pale Cascade). • Her burst and qualities of other champion classes that I mentioned before. • Uniqueness – Melee, AP, Mobile, Jungler. I guess she was the first of her kind. • Passive that helps a lot in early jungle.

What we don’t like about Diana/issues that we want to fix: • Her laning phase is average until lv6 on mid. In jungle your ganking potential is limited until you will gain your gap closer. • She heavily relies on mana on early levels. • Her Moonfall (E) does not reward you enough for the cost of 70 mana. • Her mobility is average considering other midlaners and low considering junglers; nearly each jungler has a tool that allows him to quickly and freely move around camps (Rek’Sai – tunnels, Lee – W &Q, Vi – Q etc.) • You don’t really use her passive later game, Q+R is the main strategy, then wait 4 seconds and do it again; auto attacking features not enough and it should be seen more often as she is a melee AP diver. • Her combo heavily relies on landing your Q, if you will miss it you cannot really do anything for 4 seconds. • She has no escape. • Her damage is concentrated on her Q+R abilities, making it toxic to players that plays against her/ Her damage is not displayed evenly. • She does not feature enough in the teamfights; she is good for one-shooting but during teamfights the main thing you can do is to pull everyone – zhonya – let the team carry you. This is good for support character; Divers usually are the ones who shape the teamfights. • There is really only one build that you could do on her (+- one item).

Referring to Diana champion spotlight (https://www.youtube.com/watch?v=H7WSLWcACiw), I tried to reflect what she meant to be.


https://vignette2.wikia.nocookie.net/leagueoflegends/images/f/f0/Moonsilver_Blade.png/revision/latest?cb=20130929122733 Passive: Moonsilver Blade. Diana gains attack speed based on her ability power (Of course it’s a small number).

While in combat, Diana gets passively stacks of Heresy! (or call it whatever you want), when she gets (Number) of stacks a copy of the moonsilver blade charged with the moon power appears in her left hand. It has ½ (or less) of the Dianas actual attack speed e.g. When Diana attack speed is 1, the second blade has attack speed of 0.5<x.

**Explanation: **Giving her AS based on AP gives the players new, wider field to experiment with builds, it will make her AA featuring more often and I guess since then Nashor tooth would become her new best friend xD.

http://imgur.com/a/hCTlT

The main idea behind the second part is that in early game she will receive that extra, aa help from time to time same as she does right now, however in later game during teamfights (as the stacks of Heresy! will constantly refresh), she will have that second blade nearly constantly, making her autos a really valuable component. It might sound OP, however the second blade deals way less than the 3rd aa right now. This change is to make her auto-attacking more visible in later game. It also fits the idea that Diana likes to go offensive and gets benefits by doing that (stacks refresh – Second blade features for longer), this also allows the enemy to apply a strategy of poking against Diana. Attacking her will charge the Heresy! A bit, but not enough – waiting few seconds will make the stacks disappear. This way she won’t be able to charge enough stacks to use her passive effectively.

(Done in paint, I know I'm low, dont judge me XD) http://imgur.com/a/BLQbO

So as you can see it has some strong points as well as some weak points and forces the players to engage a bit more (adds that small bit of mechanics), that’s why I think it’s a good change.

Implementation: All it’s needed is to place her 3rd auto-attack texture in her left hand + the attack animation, appearing when she gets max stacks. It’s also easy to implement it in her other skins as all you need to do is to change the colour of the empowered blade (Valkyrie – black/purple, Goddes – pink, Infernal – Orange, BM – Red)

**Theme: No other champion carries two swords (I’m not counting Camille xD), this would add to the feeling of speed associated with that champion and precision. Also it would blow a bit of fresh air into her aggressive playstyle that would be highlighted by this change, Leona carries sword and a shield **as a sign attack nature but also defence qualities of a protector, Diana is all about attack and chasing down her enemy therefore two swords would play nicely with that idea. A revenge thirsty warrior with two badass blades in her hands – one physical, other made out of pure moon energy.


https://vignette2.wikia.nocookie.net/leagueoflegends/images/b/b6/Crescent_Strike.png/revision/latest/scale-to-width-down/64?cb=20170219013743 Q: Cresent Strike Pretty much the same story as it is a trademark ability of Diana and no one actually complains about it, however due to this rework I would lower the damage a bit, decreasing her one-shooting potential.


http://ddragon.leagueoflegends.com/cdn/6.24.1/img/spell/DianaOrbs.png / https://vignette3.wikia.nocookie.net/leagueoflegends/images/3/39/Moonfall.png/revision/latest?cb=20130929122732 W: Pale Cascade/Moonfall First cast is Pale Cascade, second cast is Moonfall OR Tap is Pale Cascade but holding the key casts Moonfall.

As I said before one of the main complaints is about the Moonfall being quite useless, however it is a good skill, just feels kinda poor. Therefore I thought that implementing it to Pale Cascade would be a nice change as both of them are usually used together. So basically it works on a similar idea as Lee’s skills. I think that they might work nicely together as those two skills ‘like each other’’.


https://vignette2.wikia.nocookie.net/leagueoflegends/images/7/7e/Lunar_Rush.png/revision/latest/scale-to-width-down/64?cb=20170219013745 E: Lunar Rush Diana dashes forward (It is a skillshot, it has bigger range than right now, it deals less damage than right now). Diana is located behind the first target she hits.

Nearly 50% of all articles and rework ideas read by me wants the actual ult becoming Dianas E ability and I do agree with them. This would separate Diana from the Akali, also Lunar Rush just feels unappreciated as the mobility tool, it is rather used just to apply heavy amounts of damage. New E would perfectly work as mobility tool (moving around jungle); it would add the positioning mechanics to Diana as she will be located behind the first target she hits. Right now all she has to do it to click on the enemy; however her new gap closer will give the enemy occasion to use for example a minion wave as a shield. The main benefit of that change is that now she posses an escape tool. • She can enter a teamfight from shorter distance using Q first and then E giving enemy chance to react; using Q first will refresh her E so she can easily escape as it is a skillshot now. • Not using Q first will allow her entering the teamfight from bigger distance, giving enemy less chances to react, however it will cost Diana her escape as E won’t refresh. Another benefit is that** she does not rely on landing her Q that much as she used to**. It will also allow people to still pull out the Q+Dash combo; however it won’t be that effective due to lowering her Q damage and Dash damage. It is also ideal to finish low hp targets.

Again I think that it is balanced as it has some benefits and opens new routes but at the same time sets up few challenges in front of Diana players, it’s not just clicking on the enemy. Although it would be** very useful to dodge some skillshots, position yourself better, move around camps faster and it gives you a ganking tool on early levels **(similarly to VI, Lee, Hecarim and any other jungler)/ you don’t have to wait until lv6. I would compare it to VI’s Q, which does not knock enemy back, does not implify passive, however it doesn’t needs to be charged. http://imgur.com/a/4UC3X

https://3.bp.blogspot.com/-EF0H74TS_F0/VrpDrOUY-5I/AAAAAAAA308/SywP1S8CFUw/s1600/profileIcon1109.png **R: Lunar Eclipse ** (Obviously this gets brand new icon) **Diana prays to the moon that starts to shine on an Area of Effect. The light removes all of the CC and the shined area becomes a holy ground and it cannot be corrupted or tainted for 1.5 sec. **

This means that** no enemy skills can be used on that area** (similarly to Cassiopeia’s W and dashes or Garen’s Q) or effect that area. However the summoner spells can be used (Flash, Heal etc.). It has a very long cooldown. Diana also gets Blessed by Moon; an aura appears around her and for 4 seconds (or whatever) all of her stats are slightly increased, also **it makes her E pierce through targets and it has a cooldown of 0.5 sec. **

For example if Ezreal will Cast his Ultimate and Diana will cast her new ult, Ezreals ult will have no effect on Diana that is inside the holy ground, if it passes through it. It does not disappear, it just have no effect inside, however if it will pass it and **will hit anyone on its way that is not in the holy ground it works normally and applies damage. **

If Yorick will summon his Maiden and Diana will cast her new ult, **Maiden cannot enter the holy ground as it cannot be corrupted. ** If the enemy is inside the holy ground he cannot cast any skill, however autoattacks works normally and summoner spells work there as well.

(I know I'm crap, just let the imagination do the job :D) http://imgur.com/a/Y0tQG

(Imagine that the bottom pictures are showing Diana casting the Lunar Eclipse) http://imgur.com/a/IhdwD

This change makes Diana a real Diver now. This ultimate is super useful; however towards its short duration and long cooldown it has to be cast in right moment. This ult is game changing and will make Diana a valuable pick, similarly to Gangplank, Shen or any other aoe based champion. It implies a new cool mechanic and could be used in various situations/forms. For example you could enter enemies with your E and pull them together with you Moonfall, then cast Eclipse, making the enemies unable to do anything beside flash. Or you could do it reverse, jump in, Ult and then pull everyone towards you. If a very strong ultimate or whole bunch of them travels towards your team, you can use it to save your team, however it is not easy as the ult requires good timing, lasts not long and it channels a bit. **This will make enemies cast their ultimates in a chain form rather than burst. ** Also the Blessed by Moon buff gives the player few interesting opportunities, like piercing through enemies instead of stopping on the first target hit. If you will pull them towards you and cast your ult you are able to deal damage to all of them at the same time, however the damage from your Dash is still very low compare to the one that is right now, so it’s not too OP. Let’s say that the damage is 100 and you will pierce them 4 times, you will deal 400 dmg to all enemies. That’s just a proposition as I don’t know how it will really effect the game, that has to be figured out by tests.

This buff could be useful as well for chasing down targets that are low on hp. something like Irelia’s Q. You dash towards 1st target, kill it and then dash towards next one. This would suit the theme of Diana chasing down her targets.

It sounds OP but It has some weaknesses, autoattacks can be used inside so for example if Diana will have to duel Master, ulting won’t make that big difference as master mainly relies on his autoattacks and he will be still able to kill her, he will lose only ability to use Alpha strike.

Theme: I think that this is a meaningful ult and it matches the idea of Diana as Leona’s ult is opposite. Leona raises her blade up, Diana down. Leona summons Sunlight, Diana Moonlight. Leona does CC, Diana removes it. Also it kinda matches the idea that Moon has purifying like effect, because Sun only ‘’Blinds’’.

Implementation: Here there should be no difficulties as well I guess, just take the Diana recall animation when she prays and make her do it when she casts ult, and then just colour the surface around her in gray and add like canyons rings, so the area will look like a reflection of the Moon surface.


Issues that this rework fixes: • Gives her unique playstyle, different from Akali. • Give her more team utility. • Separate her from the rest of the Divers. • Better laning phase. • Give her more mobility. • Fixes the ‘’hit level 6’’ problem. • Spread her damage evenly, so she is not that bursty and rely on all of her abilities. • Allowing her to be an effective jungler, what was primarly her role. • Gave her escape. • Making her passive a useful ability, that Diana will rely on. • Moonfall meshes with Pale Cascade, therefore it feels no useless anymore. • She will be seen during teamfights. • Adds few more combos to her kit. • Potential of new builds. • Diana is not addicted to starting every fight/duel with her Q anymore.

What will remain: • Her identity as mobile, AP, jungler. • Trademark skills (Curved Q and Pale Cascade). • Aggressive playstyle and rewards for that.

I hope that you enjoyed it :D I spent some time preparing this, I tried to not go too OP with her and reduced her effectiveness in some other areas, although I believe that this rework would bring her to life, add some new, cool features to her kit, make her fun to play and a really valuable pick. Most of the topics about Diana of forums consist of ‘’When Diana will be reworked’’, ‘’Why Diana is so weak’’, ‘’we want Diana rework’’ etc. Why just not stopping it, once for good?

Anyways obviously I do not speak for all of the Diana mains, therefore please comment below your own ideas. We work for the same cause, so if you liked it please vote this up, maybe Riot will see it if it will score enough votes and consider Diana rework/buff ;)

http://imgur.com/a/X683W

I also have some minor ideas towards divers like:

  • Elises spiders could passively weave a spider web when she is in her spider form, that web would stick/appear randomly to walls when Elise is in jungle. If an enemy would walk into your jungle and he would touch it, a small slow (like 30%) would be applied for short time duration. This would make Elise harder to counter -jungle as well as it would reveal enemy what pathway Elise choose. The mechanics of it would be similar to Illaolis tentacles. Its a small thing, but I think it just fits her perfectly, because she is a spider and spiders does leave some spider web in corners.

  • Pantheon supposed to be someone who would be able to challenge a star god, but you cannot really feel it. I think that a small change to his ult could be made. When he ults and jumps up everything is totally same, however when he's somewhere in the air(at the top of Mt. Targon) he gets blessed by the magic of the Mountain that has to be super OP as it was able to deal with a Star Dragon. When he lands the damage is dealt and those who survive are moved outside the aoe, Pantheon is now a Champion/ in Defensive mode/ Filled with Mt. Targon magic (call it whatever you want). HE IS THE MOUNTAIN NOW. So basically he looks like a Gigantic (Check out Zac full hp with Lulu ult video) Pantheon made out of magical rock with like a blue light of magic/ runes whatever. He's about Baron Nashors Height and has massive HP that quickly fades down, while that the rocks bits are falling down, so eventually his size is reduced and he's back into his original form. While that state his movement and attack speed are horribly slow, however they deal tons of damage. He has only 1 skill in that state and can use it only once which is like a sloow wave with his hand (so it can clear waves quickly). This ult is suitable for tf or tanking turrets or tanking Elder dragon/Baron nashor.

http://imgur.com/a/zJqTi

22 Comments

Moon Mom6/6/2017, 4:02:40 AM4 votes

1.3m mastery one trick here. I actually love the abilities you've proposed.

If you wouldn't mind I'd like to share a change I've been thinking on her ult (swapping E and R around, and decreasing new "E" damage by half at least).

Without going into too much detail - I essentially had the same idea outside of w/e being combined, (passive, and q unchanged outside of damage).

I feel like a better ult would be a "come fight me or die". In my example:

R: Moonfall 100 Mana, 160 / 120 / 90 cd

Diana jumps into the air and lands in the same spot she initiated from. Cast time of .5 seconds. Reveals, slows and draws in all enemies within 900 - 1400 units (can't decide on a number). Grounds enemies, and does a burn damage on the aoe (imagine just a huge moon crater or something being burned into the ground).

This basically forces enemies to fight her and gives her a less binary kit by offering a more fighter playstyle instead of Q>W>Passive >R>R>Zhonyas.

A new offensive ult would let her engage team fights and open up so many opportunities.

I also think pale cascade should shift in scaling, less AP and more health scaling. This lets Diana build resist items, or at least integrates her into a more Catalyst centered build.

I'm not sure if Riots reading these threads though, honestly. Power budget on a real ult would be so cool other than a Dash, though.

SickAnto6/6/2017, 11:49:18 AM3 votes

Ok, after this...i want marry you.

No, seriously, i realy realy realy realy(endless "realy") liked it; Lunar Rush become a skillshot it's the same idea I always thought and the passive is awesome: we don't have (for now) a champion can create one weapon on his hands(Ezreal is the most closest with his amulet) and , like you said, no one use two sword. All this sound cool for me.

Arakadia6/6/2017, 5:35:35 PM2 votes

It sounds like your mostly buffing her. Sure you have a few nerfs such as the Q damage lowering, but your giving her way more team fighting presence, the incredibly valuable ability to escape, combining two of her abilities for some insane utility options, and increasing her early clear.

I do agree she needs a rework, but some of your complaints are things like "she is too reliant on mana" which are the things that keep her balanced and gated.

Ganked By Tilt6/6/2017, 5:46:40 PM2 votes

I Just posted this in reddit, my name is Lunarrushh

Ràinbow6/7/2017, 6:43:21 AM2 votes

Was a nice read and I loved all of those high-quality examples that you included! ;) haha!

Just throwing out ideas Move her shield onto her passive that procs after her third auto. <- She has to now work for her shield while enforcing her new auto attack style.

Add a short, free-targeted dash to her W? Just enough to cross terrain. No longer shields, but the damaging orbs still remain. Should she detonate all her orbs CD is reduced. <- Just something so she's a bit more mobile and less restricted as to when she can dash.

Her R.. I've always dreamed of an empowerment/execution type of ult. One where she super-charges herself with the moons energy and in an aoe around her does dmg based on the enemies missing health.

I honestly would love any type of change to Diana bc she has so much potential, but works with so little atm.

S0und166/6/2017, 12:55:56 AM2 votes

I have to say, it's an interesting idea. I do love playing diana once in a while, but have fallen off of her recently. I like her e as lunar rush (although I don't really like the skillshot part), and I like your changes to her Q but I don't think I like her passive, her w, or her ult.

First of all, I don't like her passive because it was hard to understand the point of the second blade. If you could explain that, it might help a bit :) Second, her W seems to be a little too complex for a single ability. Her ult also doesn't seem too interesting or fitting for her kit or her lore. So, I'm going to make a couple suggestions:


Passive: Moon's Call (Name to be determined xD) When Diana hits a skillshot on an enemy champion or large monster, she gains 5% (+10%/100 AP) attack speed and 40/50/60/70 movement speed (based on ult level) for (between 2 and 5) seconds. (4 second cooldown after effect ends) _Reason: _ Diana, fitting in with a "mobility" standpoint should get some movement speed to help her kite beyond lunar rush. I think that the attack speed she gets from AP is fine, but I think that having it all the time is a little strong. Instead, landing a skillshot (including Q and W) would give her a more rewarding playstyle if she can hit her abilities.

W: Celestial Condemn (I need to work on my names) The initial cast of the ability is the same as pale cascade. While the ability is on cooldown, however, she has the option of activating it to cast moonfall, at a lower cost than it normally is (think between 30-50?). _Reason: _ You're right, Diana's e right now sucks. Bad. But I think it brings some good engage to her kit. She has her dash, yes, but it's not the crowd control she needs. Plus, if she casts it right, she might be able to refresh her shield instantly. I think what you had was a good idea, but I think the long press stuff was a little too confusing.

E: Lunar Rush You wanted to change it, but I say keep it the same as it is on live. _Reason: _ Diana's kit is about going in, and going in hard. I think your escape idea would work... On a different champ. Diana would be SUPER strong if she could engage as hard as she can, deal all her damage (lots), then disengage just as fast.

R: Lunar Eclipse Diana releases a semi-circular pulse in target direction. This would do a small amount of damage, and some missing health damage. This ability would apply moonlight and a slow. Damaging more than one champion or large monster (or killing a single champion or large monster) with lunar eclipse would decrease the cooldown by 15-30 seconds (based on ability level, the cooldown is ~45 seconds at all levels) Possibly add a very tiny cdr for lunar eclipse on her auto attacks? _Reason: _ I feel like this would be a smaller version of Garen's ult. Used as a low-damage execute, this could be a reliable damage source during team fights and chasing targets around. I think that your version of her ult she doesn't need, especially since she's supposed to stick to targets and kill them, not supposed to lock them down.

Anyway, thanks for bringing the topic up! [slayer-pantheon-thumbs]

Killerbae6/8/2017, 2:47:52 PM2 votes

Sorry, but there really is no need for a full rework on Diana. Me, including many others already love the way she is, but I agree she could use some changes to fit better in to the "sleeper" meta. I can't say I read your whole post, as I only skimmed through it, but I can say she is already a good champion (for those who love her).

She's not weak pre-6 in anyway. She has many good matchups, her strength in the laning phase is that she push the wave quickly without taking too much harass damage, so by the time you've pushed the wave out, you can back a little bit and be much safer to ganks with wards up, if you need to, you canstay back and Q if they manage to freeze it (should be hard to get in this situation). Pushing the wave fast is a huge advantage for any midlaner, and being able to do this faster than her opponent while being safe is even better, as this will allow many ganks or counterganks. So she can easily survive the laning phase if you know how to play her, but getting kills pre-6 can be a bit hard.

The only preferable changes to Diana would be better item choices, her being less mana thirsty and and maybe a buff for her E. I found your whole rework idea to be a little bit extreme, her kit shouldn't be changed that much. Also, don't forget that Diana is a diver. There's a reason her R is mainly for going in to deal lots of damage, it shouldn't be used as a mobility tool. I feel like people underestimate how good Diana can be, and how much skill she actually takes. The only problem with her, is that when you actually make good plays for your team, it can actually be very hard for people to notice if they don't have super great game knowledge, or experience with this champion.

My idea: Q increased damage on champions for better poke, as I think it's a a little low in the laning phase (and maybe slow movement speed by X% for max 1 second). E duration increased to 3 seconds. R stays the same. Now, with the doran's nerf, it would be hard to build her as an assassin, and some people like to play her this way, but it would be too bad to not have this as an option anymore. So her relying less on mana would be great. Now, for better escape, I haven't come with an idea myself. It really shouldn't be overdone, but making her E steal movement speed based on how many opponents she uses it on didn't sound too bad for me, but we should be careful with this, because she's a diver, it shouldn't make every dive opportunity for Diana too safe.

Anyway, I highly appreciate your effort to give Diana more love :)

Ganked By Tilt6/6/2017, 5:32:34 PM2 votes

I loved all these ideas, and it doesnt even make sense that her mobility spell is on R if she's a diver it should be on E. She needs a real ult, please spread this everywhere.