Diana change proposition

JustBoneBrook··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

Fenriyx2 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.

JustBoneBrook2 votes

[{quoted}](name=WRLRD Strife,realm=NA,application-id=A8FQeEA8,discussion-id=UjgIoL8a,comment-id=0003,timestamp=2015-04-23T03:58:22.961+0000)

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.

Well i guess it just me who dont like the possition she is right not (Kill everyone or be useless for all the game)

Proxknight1 votes

You just need to know how to play her right

TimeSprinkler2 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.

JustBoneBrook1 votes

{quoted}

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.

Well that topic was 12 month or more old but yah I just don't thing she in the right place right now a bit like riven and her ad scaling sheild. Well also i do hope those change could make diana a bit less win or be useless all the game... (since she could scale more from HP and less form pure damage. and also he W would be better for teamfight.)

JustBoneBrook1 votes

any comment?

ModBianca Colt1 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.

JustBoneBrook1 votes

{quoted}

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.

Well thx for the comment :P and BTW nothing there would be fix in stone It was just a large global idea (50/80/110 (+30% Ability Power) from 100/160/220 (+60% Ability Power) is just 50% lower damage (but you gain a stun of 1.5 sec for it so you are safer after using it.) leona Q stun duration = 1.25 BTW.

  • a aura shild is not that bad.

+the passif also gain a 25% slow on all close enemie...

(i think it not so bad but I never try it.)

  • really Diana right now just fell like a Akali. But really i did not check other tank / support skill damage so it possible thos number are worng
Proxknight1 votes

Your also missing the point, diana is supposed to be the opposite of leona. Not just the cookie cutter moon version with crappier support abilities. No sorry but this is a dumb idea downvote

JustBoneBrook1 votes

{quoted}

Your also missing the point, diana is supposed to be the opposite of leona. Not just the cookie cutter moon version with crappier support abilities. No sorry but this is a dumb idea downvote

I don't agreed whit that it not because someone don't have the same opinions that they need to be the fully opposite of the other one. And any way be polite plz thx

JustBoneBrook1 votes

Bump

JustBoneBrook1 votes

Bump

More from Concepts & Creations

More by JustBoneBrook