[Rework concept: Diana]

ChosenOfTheMoon·7/10/2018, 10:00:58 AM·1 votes·1,722 views

Here is an almost mini rework i've made for Diana.

My goal was to take away some of her burst damage while making her more durable(not in the literal sense) by actually being able to deal more damage using more of her passive.

Also, new rewards for executing her kit well have and utility tools been added which can be very satisfying and help more Diana herself(you) and your team to win the game.

Upvote if you think Riot should at least have a look at this.


!!!CHANGES!!!

  • 1|Move speed increased by 5.

  • 2| Attack speed changed from 0.625 to 0.75 at level 1

  • 3| Attack speed per level changed from 2.25 to 2.5


Passive(s)

Moonsilver Blade

  • 1| After 3 basic attacks deals magic damage bonus[same damage and ap ratio numbers as live] around her and restores 10% + (2% per 100 AP) of her missing(!) mana.

Another Night's work(lore reference, easter egg)

  • 2| Casting a spell increases her attack speed by 40% for 2 seconds stacking up to 2 times(spell casting refreshes duration unless she already has max stacks).

Q (same functionality)

The reason for the number changes on Q is compensation for W's flat damage removal

  • 1| Cooldown changed from 8/7.5/7/6.5/6 to 6 at all ranks.

  • 2| Mana cost increased from 55 to 65.

  • 3| Base damage increased from 60/95/130/165/200 to 95/130/165/200/235.


W

  • 1| Damage removed.

  • 2| Mana cost changed from 40/55/70/85/100 to 20/40/60/80/100.

  • 3| Cooldown changed from 10 to 12/11/10/9/8 seconds.

  • 4| Duration changed from 5(10 with refresh) to 4 seconds(no refresh anymore).

    Diana now gets the entire shield instantly and is granted 30% tenacity bonus(which is a separate buff).

    Detonating all spheres further increases tenacity by an additional amount of 15% (max total tenacity 45%).

  • 5| While the shield holds, Diana can now break the shield(press W again while it's active and only then, or just double tapping it which performes the same function faster) sacrificing the shield and the tenacity effect but gain CC immunity and 80% move speed for the next 1.25 seconds (the cooldown starts when the shield duration ends or when the shield is consumed by taking enough damage to break it or when the CC immunity effect ends).

Side note: Shield's luminosity animation should increase in intensity when Diana gains more tenacity in order to indicate the appropriate tenacity level for counter-play purposes. An additional special effect-s for when the shield explodes could also help both opponents and allies to identify when Diana is CC immune.


E

  • 1| Removed attack speed bonus.

  • 2| Mana cost changed from 70 to 30/40/50/60/70.

  • 3| !!!FUNCTIONALITY ADDITIONS!!!

    E now has two different functions.

    • a) Press and release casts Moonfall same as live.

    • b) Press and hold for a short time casts Moon's Wrath.

    • Moon's Wrath:

      Diana channels and unleashes Moon's Wrath knocking back all enemies within 450 units of range and applying the same slow as Moonfall to them.
      Channel duration is 1.25 seconds, which can be done while moving but her move speed is reduced by 20% for the duration(failing to complete the entire channel duration for ANY reason does not trigger ANY effect at all putting the spell on cooldown, consuming its mana cost and NO, casting W two times is not allowed during this duration).

Side note:

A new animation of her slowly rising her blade above her head while channeling, then quickly swinging it around her, all this over the cast duration should be used as an indicator for counter-play purposes.

Additional new effects:

  • 1| After drawing in at least 3 enemy champions with Moonfall, Another Night's work stacking limit will be temporarily increased by 1 for the next 3 seconds.
  • 2| Successfully proc'ing Moonsilverblade reduces E's cooldown by 1 second.

R

  • 1| AP ratio increased by 20% in order to compensate for W's AP ratio removal.

  • 2| Mana cost increased from 50/65/80 to 75/85/95.

Additional changes for the interaction with Moonlight added:

  • When Moonsilver Blade is charged at two stacks and is ready to be unleashed on the next basic attack, it will cause R to remove Moonlight ONLY from its main target, rather than every other affected target but in any other case, Moonlight will still be removed from anyone when R is used as it is on live).

8 Comments

Chembaron Yamada7/10/2018, 3:28:44 PM1 votes

That would be a huge net buff for Diana and she doesn't really have room for alot of this.

deathpet7/10/2018, 3:47:53 PM1 votes

My problem with Diana's kit is that I'd like her to have more creatives of engaging. More than q and r Nice changes prefer, it over the live version.

J4K ShadyBacon7/11/2018, 6:49:31 AM1 votes

I have been seeing a lot of Diana reworks recently, but this one really does not work for me and here is why:

  1. Passive - Not much to say here, just some slight changes to the values and other aspects of the current passive, but overall it does that same thing with maybe a bit more of a focus on auto attacks.
  2. Ability Q - Once again not really much changed so nothing to talk about.
  3. Ability W - I understand why you removed the damage here (to balance the stats you are adding), but doing so I actually feel really does hurt her damage. Also, the ability now feels very underwhelming when breaking the spheres since you only get a little more tenacity. Honestly, why wouldn't you always just pop your shield to get the cc immunity and movement speed bonus? Lastly, with these changes the ability kind of doubles down on what her E is trying to accomplish, keep the enemy close so you can auto them.
  4. Ability E - I cannot think of any ability in the game that makes you hold and release a key to activate it, so this just feels really clunky. Also, I do not know why you gave it a knockback, I do (to push away unwanted enemies), but overall I feel it should just do one or the other and the fact that you moved the attack speed bonus to her base stats left you with the opportunity to do a lot more with this ability than what you did.
  5. Ability R - A small change that really does not do much and so just feels like an awkward addition to the ability.

In conclusion, your changes seem to want to move Diana more towards a fighter style champion, which is what she is listed as (even though she does not really feel like one, maybe because of her reliance on ratios, mage fighters are something Riot has never really done well), but ultimately I feel your changes fall short due to a lack of damage and actual dueling/survivability potentially in her skills.

ChosenOfTheMoon7/13/2018, 10:00:32 PM1 votes

I've made myself so clear that there is literally no reason to say anything else. This rework makes Diana a better champion overall without changing her much which is most people want, especially her mains. Unless you find this rework not working-lacking in the game, a rework which i've mostly emulated in the game, and run every possible math there is to run about it and everything checks out then i am sorry but it seems like you don't have any real arguments other than "but this one really does not work for me", subjectivity is irrelevant. After this i am not even sure if you've actually red my reply which contains an entire detailed af explanation which addressees all of your questions-arguments and also helps understand how everything is tide together.