Thread:Care Level/@comment-25724460-20141119181435/@comment-9593635-20141123004831

Thank you!

I use a lot of consistent design goals for reworks:
 * 1) Match champion thematics and lore to their abilities: Diana, Goddess of the Moon, is depicted as an agile fighter, using lunar power to "leap from heretic to heretic, cutting them down"; her kit can and should reflect that better, and her revised passive and R interaction serve to emphasize as much.
 * 2) Replace abilities that don't make sense with abilities that conform to [1]: A shield that refreshes when random spheres detonate isn't as fulfilling as a shield that gets stronger as the user dives deeper into the heart of the enemy (this is one of my favorite things about Rengar); with those two abilities consolidated, Diana got room for a new, thematic, and iconic ability in the form of a gravity aura.
 * 3) Give each Champion a unique niche: This iteration of Diana is the premier hypermobile magic-damage light bruiser; no one else does what she does.
 * 4) Clean and polish gameplay patterns: Diana jumps on things and hits things with a sword to kill them, and can provide bursty damage when absolutely necessary.  Every part of her kit is about jumping on things and hitting them until they die, providing costly burst damage in a pinch.
 * 5) Maintain individal abilities' identities where possible: Diana has a sickass curved skillshot, a shield, a vacuum, and a fairly-spammable dash.  Random AoE damage (shield exploding) wasn't particularly fulfilling, so she gets a cool and iconic gravity aura, instead.
 * 6) Increase freedom of action: Dashes are no longer locked onto a target, which means more freedom for Big Plays.
 * 7) Create more meaningful decisions: Your passive came up: do you try to poke with it, or shove the wave?  You're getting ganked: do you pop Moonfall right now for the (weak) shield, or try to bait the enemy into pull range of your turret with a strong shield, or do you try to turn with your strong AoE and burst down one enemy?  Do you try to pick around the edges of the fight and burst down a squishy, or drop your AoE and CC in the center of the fight?  She has a ton of potential, but the player should be constantly asking how to best use it.

The same elements should be present in every proposed kit, I think.