Isolanporzellator wrote:
I think the tenacity bonus from her passive should be able to stack up to three times. 10% can be pretty much ignored, its just as if you had 2 points in


Yes, sorry, meant to say that it can stack, thanks for reminding me.
Isolanporzellator wrote:
"knocking the enemies hit" - is that referring to knocking back (or up) the target? If that's the case, the stun while flying would be unnecessary. If not, remove the 0.5 seconds "on land" stun as it really confuses. I also have a problem with this champ having no farming skill, which makes her very weak as both jungler and laner as she is not going AD for farming. I suggest reworking this skill into something more spammable. My suggestion:
Driana sends Force into the ground, dealing 50/70/90/110/130 (+0.4 AP) magic damage to nearby enemies and silencing them for 0.5 seconds (can interrupt channelled spells). A pulse of energy moves towards her target underground with a speed of 300. If it hits the target, it does 20/40/60/80/100 (+0.2 AP) and stuns them for 0.5 to 2.5 seconds, depending on the distance travelled by the pulse (the longer the distance, the longer the stun). If the target is not hit within 4 seconds, the pulse will perish.
Cooldown: 11/10/9/8/7
AoE Burst Range: 200, Pulse-target range: 1200
This way, she can maintain a high creepscore, yet only does little to no damage if she isn't in range for the burst to hit. The burst can interrupt chanelled abilities, which makes it a more useful tool in teamfights. The pulse is rather slow so it won't be able to OP-Catch fleeing enemies and enemies can avoid being hit by going away (wich will keep them from cs in lane, so this can also be used for zoning). The pulse also has a very low CC-time when casted from point-blank range, so you won't be able to use the full 2.5 seconds stun duration in a close 1v1 situation (would be OP). Instead, you can cast it from far away to scare off junglers in your brush (you need a Sight Ward for this, though).
Messed up on that too, meant for it to be a stun, then was going to take away the secondary stun, but I can work with your idea as well.
Isolanporzellator wrote:
"Deals ... damage for ...5 seconds" - I assume this is referring to damage per second around your ally, i just have 2 problems with this:
- I don't think that damage per second fits to her aggressive, disruptive playstyle, I would prefer putting this in one burst of damage (50/70/90/110/130 +0.3 AP magic damage to all units knocked back).
- Hitting an allied champion with this ability can be way too tough and also means that you can't use this spell in lane. What I meant with my last comment was it should also be able to hit enemy champions. This way, it can also be used to escape from more than one champion as you can throw it in their face to knock 4 of 5 chasers out of range, then use your Q on the remaining enemy. It would also fit better to her disruptive depositioning playstyle if she could throw it in the enemies team for some sort of mini-
Explosive Cask.
- To make it useful in lane, I would suggest that it does high damage (60/100/140/180/220 +0.4 AP) to the first enemy hit and slows him by 20% for 2 seconds while doing minor damage to knocked enemies (see numbers above). As it should only hit champions (otherwise you would hardly be able to land it in lane), this is a way to poke your enemy while lasthitting minions around him with the AoE-Burst. It still offers a high chance counterplay, as the enemy can dodge and you will push the lane if he gets hit inside his minion wave, in teamfights, the tank could just take the projectile in front of his allies to protect them.
I see, so instead of being able to lock on to ally champions it effects enemies only. I can definitely use this idea, I also like the idea of knocking back large minions waves from your low-health turret :)
Isolanporzellator wrote:
Really like the new E, disruptive, gapclosing, wall-hop. Care that damage doesn't get too high or it will be OP, you'd have to nerf the cooldown then.
On it
Isolanporzellator wrote:
As for the ultimate, I would prefer to make the mobility more bruiser-like instead of a straight bonus. Go for something like:
Passive:
Driana gains 2/4/6 additional armor and magic resist for every ally close to her, and nearby allies receive 50% of the benefit (this prevents driana from getting OP with 100 extra armor, while maintaining a strong aura effect for allies (up to 15 armor and mr for allies). Otherwise, she would be able to build full AP, but still remain as a tank)
Active:
Driana doubles the passive aura effect for 10 seconds. During that time, if she hits an enemy champion, her movement speed is increased by 30/35/40% for 1 second (Doesn't stack if more than one ability hits within the second). If she scores a kill or assist, she gains another 20% increased movement speed for 3 seconds (Stacks with the on-hit effect), while nearby allies receive a 10% movement speed bonus for 3 seconds. Within these 10 seconds, Driana's autoattacks do an additional 30/50/70 (+0.2 AP) magic damage to enemies and lower their magic resistance by 5 for 5 seconds (stacks up to 5 times).
Cooldown: 110/90/70
This way, her movement speed bonus stacks perfectly with the reworked



That's a lot of numbers to take in :O
I might lower the extra damage she does a bit because it can also lower magic resist, and considering there are so many buffs already.
By the way, any opinions on new name?
EDIT: Changes done!
Quoted:
I see, so instead of being able to lock on to ally champions it effects enemies only. I can definitely use this idea, I also like the idea of knocking back large minions waves from your low-health turret :)
That was not exactly what I meant^^. I meant that it can hit both an allied or an enemy champion, so it simply comes down to the first champion hit. This way, you can both disrupt the enemy team by casting it on them, or peel for your carries by casting it on them to remove pesky assassins. It would also enable strategic knockbacks if your ally is placed correctly.
Quoted:
That's a lot of numbers to take in :O
I might lower the extra damage she does a bit because it can also lower magic resist, and considering there are so many buffs already.
I might lower the extra damage she does a bit because it can also lower magic resist, and considering there are so many buffs already.
I would rather tend to further nerf the armor/mr aura, as Driana seems to lack sustained damage, wich is essential for a bruiser. I would even the bonus out to 3/4/5 bonus armor and mr for nearby allies, which would grant a maximum of 24/32/40 resistance bonus to you and an aura that is comparable with

Compare this with Vaynes ult

This means, unless Driana builds attack speed items (e.g.

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Cooldown: 15/14/13/12/11 seconds
"knocking the enemies hit" - is that referring to knocking back (or up) the target? If that's the case, the stun while flying would be unnecessary. If not, remove the 0.5 seconds "on land" stun as it really confuses. I also have a problem with this champ having no farming skill, which makes her very weak as both jungler and laner as she is not going AD for farming. I suggest reworking this skill into something more spammable. My suggestion:
Driana sends Force into the ground, dealing 50/70/90/110/130 (+0.4 AP) magic damage to nearby enemies and silencing them for 0.5 seconds (can interrupt channelled spells). A pulse of energy moves towards her target underground with a speed of 300. If it hits the target, it does 20/40/60/80/100 (+0.2 AP) and stuns them for 0.5 to 2.5 seconds, depending on the distance travelled by the pulse (the longer the distance, the longer the stun). If the target is not hit within 4 seconds, the pulse will perish.
Cooldown: 11/10/9/8/7
AoE Burst Range: 200, Pulse-target range: 1200
This way, she can maintain a high creepscore, yet only does little to no damage if she isn't in range for the burst to hit. The burst can interrupt chanelled abilities, which makes it a more useful tool in teamfights. The pulse is rather slow so it won't be able to OP-Catch fleeing enemies and enemies can avoid being hit by going away (wich will keep them from cs in lane, so this can also be used for zoning). The pulse also has a very low CC-time when casted from point-blank range, so you won't be able to use the full 2.5 seconds stun duration in a close 1v1 situation (would be OP). Instead, you can cast it from far away to scare off junglers in your brush (you need a Sight Ward for this, though).
"Deals ... damage for ...5 seconds" - I assume this is referring to damage per second around your ally, i just have 2 problems with this:
Really like the new E, disruptive, gapclosing, wall-hop. Care that damage doesn't get too high or it will be OP, you'd have to nerf the cooldown then.
As for the ultimate, I would prefer to make the mobility more bruiser-like instead of a straight bonus. Go for something like:
Passive:
Driana gains 2/4/6 additional armor and magic resist for every ally close to her, and nearby allies receive 50% of the benefit (this prevents driana from getting OP with 100 extra armor, while maintaining a strong aura effect for allies (up to 15 armor and mr for allies). Otherwise, she would be able to build full AP, but still remain as a tank)
Active:
Driana doubles the passive aura effect for 10 seconds. During that time, if she hits an enemy champion, her movement speed is increased by 30/35/40% for 1 second (Doesn't stack if more than one ability hits within the second). If she scores a kill or assist, she gains another 20% increased movement speed for 3 seconds (Stacks with the on-hit effect), while nearby allies receive a 10% movement speed bonus for 3 seconds. Within these 10 seconds, Driana's autoattacks do an additional 30/50/70 (+0.2 AP) magic damage to enemies and lower their magic resistance by 5 for 5 seconds (stacks up to 5 times).
Cooldown: 110/90/70
This way, her movement speed bonus stacks perfectly with the reworked