User blog comment:Rreflux/Gameplay update: Diana, Scorn of the Moon - v2/@comment-7709681-20190107064743

Innate: Like the idea that it aplies Moonlight now; however, changing how she gets the attack speed isn't a good idea. It itself granting attack speed and making so the only other option to get it is landing Q feels counterproductive to her gameplay design as 1) weaving her basic attacks and abilities becomes unrewarding as 2) you do a better job at getting the bonus by just attacking, if so then why not just making it an static passive bonus rather than a trigger then?

The grace of why how currently is by casting spells is that her kit is for closed combat so is expected for the champion to be at melee range of a target when she cast a spell, even her Q which is short ranged and later used to burst at close quarters, and that the effect isn't as perpetuable for has a time window between casts, and as such, punishes burning your whole kit in a single rotation as the bonus becomes short (which, mind you, is a flaw in her current kit as you do better doing the opposite).

Q: Kind of like the idea of the added slow to those hit by the tip; however, consider too that now the shift of her kit rewards building tankier, so items such as Rylai's (or worse, that plus Protobelt) are to be expected as it has been historically, so having both slows over each other is a redundancy.

W: This isn't a good shift to the active, as worst case scenario you're punishing opponents that managed to escape you because they still had Moonlight on them (or even, interrupt them from escaping with the likes of teleport or recalling, just because), for how potentially sticky is this kit proposal and, thanks to it, how reliably could you apply Moonlight through her attacks, that would be the most possible scenario, specially now that the cooldown has been drastically reduced. Also, having two slows on the same kit is redundant.

E: A shield with a reset is a terrible idea, so is having multiple sources of build-in cooldown reduction (and for it is structured, each empowered attack reduces the cooldown further, and if the landing hit is empowered when the target is already Moonlighted makes both CD reductions trigger); however, I do believe removing the damage and rather depend of her attack is a good idea, but as it stands that can be optimized.

R: This ability now feels like filler. And also have to question its intention of "unlocking" the rest of her kit. Ultimates that "unlock" a kit's potential are the likes of Illaoi's and Xin Zhao's, where they cover up some of their main weaknesses for a short time and amp up their potential non-intrusibly (unlike, for example, Aatrox. Other than the revive the rest is filler). For example:


 * Why have it apply Moonlight when now doing so though attacks and a now slowing Q makes it reliable enough to be redundant?


 * Why the potentially high movement speed when now has two build-in slows alongside accessing her mobility earlier and more reliably?


 * Why give her shield power when the shield is already far more spammable than before (and hasn't been clarified whether is stackable and/or refreshable, as either way is too much)?


 * If she's to depend of her attacks to shift her into sustained damage, why amp up the ability's damage? wasn't one of the kit's goal removing her upfront burst?