Diana change proposition

JustBoneBrook·2/19/2015, 5:18:30 PM·1 votes·1,803 views

Hi SORRY FOR THE BAD ENGLISH! Dont get me wrong every one I think Diana could be a good assassin but I think the best fit for her kit of shild / knock to her would be a support / tank a bit like leona. I LOVE DIANA CONCEPT AND ALL THE NEXT NUMBER ARE NOT FIX. http://ddragon.leagueoflegends.com/cdn/img/champion/splash/Diana_0.jpg

  1. Q Unleashes a bolt of lunar energy in an arc dealing 60/95/130/165/200 (+70% Ability Power) magic damage. Afflicts enemies struck with Moonlight, revealing them if they are not stealthed for 3 seconds. => Unleashes a bolt of lunar energy in an arc dealing 60 / 100 / 140 / 180 / 220 (+55% Ability Power) magic damage. Afflicts enemies struck with Moonlight, revealing them if they are not stealthed and slowing them by 25% for 3 seconds.

  2. Make her W a usefull skill for your TEAM. Proposition: ~~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). ~~
    =>
    Creates three orbiting spheres that explode on contact with enemies dealing 10/20/30/40/50 (+15% Ability Power) magic damage. Lasts 5 seconds.Grants a temporary shield that absorbs 45/60/80/90/115 (+5% of her MAX HP) damage. If the third sphere detonates, the shield is refresh and give to all nearby allies heroes by 40/55/70/85/100 (+5% of her BONNUS HP)

  3. E ~~Range: 450 ~~ => 500

  4. R 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. => Becomes the living embodiment of the vengeful moon, dashing to an enemy and dealing 50/80/110 (+30% Ability Power) magic damage and the target Is stun for 1.5 sec. 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.

  5. PASSIVE : Augmente la vitesse d'attaque de Diana de 20%. Tous les trois coups, Diana frappe tous les ennemis proches et leur inflige 20 / 25 / 30 / 35 / 40 / 50 / 60 / 70 / 80 / 90 / 105 / 120 / 135 / 155 / 175 / 200 / 225 / 250 (+80%) pts de dégâts magiques supplémentaires. => Augmente la vitesse d'attaque de Diana de 25%. Tous les trois coups, Diana frappe tous les ennemis proches et leur inflige 5 / 10 / 15 / 20 / 25 / 30 / 35 / 40 / 45 / 50 / 55 / 60 / 65 / 70 / 75 / 80 / 85 / 90 (+2% MAX HP) pts de dégâts magiques supplémentaires And aply Moonlight and a 25% slow on the enemie hit.

(fell free to comment plus sorry for the bad english)

12 Comments

Fenriyx4/23/2015, 3:58:22 AM2 votes

I agree that it is good to have a fresh take on ideas. But leave Diana alone. The way I player her is a Brawler/Assasin depending on the team comp and I am happy with this.

TimeSprinkler4/30/2016, 8:16:03 PM2 votes

You are correct in that Diana needs a rework. She is useless when behind and explodes everyone when ahead. But the biggest problem with her is the lack of choice with her abilities and the lack of counter play available against her.

Your design changes do not address the counter play issue she has and her abilities are too similar to before. Her choice right now is if I landed Q, hit R and then all my other buttons. There isn't a way for the enemy to do anything about that, and there isn't a reason for Diana to want to save these abilities.

JustBoneBrook2/19/2015, 11:51:32 PM1 votes

any comment?

ModBianca Colt2/20/2015, 1:01:32 AM1 votes

What you're suggesting is to completely take away Diana's damage and turn her into a meat tank/support ( which she isn't ). What's the point of that exactly? Why would you make her a support champion? With a spell kit like this, she's faaaaar away from being a viable support O.o ...

Ultimate damage: 50/80/110 (+30% Ability Power) - do you even know how low damage this is for an ultimate that is, like, her main assassination tool? I wouldn't use this spell for nothing but to get closer to my enemy ( and then what?? Die? ) Now to mention that passive nerf lol.

Diana is perfectly fine at this moment, but the way her Q functions ( aim ) makes her a bit odd to play. Missing it pretty much means getting denied hard until your next Q is available.

JustBoneBrook4/23/2015, 3:42:44 AM1 votes

Bump

JustBoneBrook5/19/2015, 3:43:56 PM1 votes

Bump