[Mini-Rework Concept] Diana, Scourge of the Moon

Ars Techne·6/29/2018, 3:50:01 PM·2 votes·1,202 views

Diana's kit has always been torn between full AP, ignoring the passive and AS bonuses, or spell blade, which diminishes the AP ratio's put into her abilities. So I think I found a fix for both, to make Diana a combo'ing spell blade duelist (or assassin if you wish), which would return her to the original concept Riot had for her.

Passive - Moon Silver Blade > Enemies hit with abilities applies Moonlight stacks equal to the mana cost of the ability (Pale Cascade only applies once). Auto-attacking an enemy afflicted with moon light deals damage equal to and consumes the stacks. If 3 or more Moonlit targets are in front of Diana and inauto-attack range, Diana's auto will become a cleave. If an enemy leaves combat, Moonlight stacks will fall of 25 per second.

> "Essentially, you can go full burst to try to make the next auto a massive finisher or if you go more duelist allows for the same consistent damage. "

Q - Crescent Strike > Changes the Moonlight mark to an Eclipse Mark

> "It make more sense the the mark be named Eclipse as it is only used when Diana jumps onto a target... Eclipsing them."

And really that's all that would need to be changed to make her kit more uniform. Allowing for the passive to be more useful while at the same time not adding any power without the full commitment. And even then, some power can be taken from the Q as it is over stacked with power to the point that if a Diana misses a Q she will lose a duel (which has happened to me more times than I can count).

By the way, engage a Diana after she misses her Q and you increase your odds by 50% XD

Anywho, thought I'd post this as means of getting the thought train rolling to make her less linear.

2 Comments

J4K ShadyBacon7/2/2018, 2:25:32 AM1 votes

Cool concept! The idea of using mana costs as a stacking mechanism to deal damage is really unique. I initially was really behind the idea, but as I thought about it more I began to feel that it did not really fit well with Diana's intended playstyle as an auto attack weaver (a champ that mixes enhanced auto attacks in with their short cooldown spells) since the passive benefits the player for not auto attacking until they have used all of their abilities and because of this the change could bring about an odd flow of play to Diana's damage; however this is mostly assuming that the passive has a cooldown, if it doesn't then I think my argument is null and void. IDK. Let me know what you think.