FIORA full rework suggestion

MasterVidallis·7/28/2014, 7:40:18 PM·2 votes·2,315 views

I know some ideas have been shown by developers, but since she is ways out, as someone who loves Fiora and plays her a lot here is my idea of the perfect rework for her (as I see it) so she keeps her flavor but becomes less simplistic and more of a duelist rather than burst someone down before they can react assassin:

  • Passive: Duelist, changes so that each time she auto-attacks she gains a small amount of health (rather than regen) effects scales lightly off AD and is halved against non champions. Fiora needs sustain, but the health regen is not the right fit for a high damage fighter, even if she gets tankier. As an auto attacker she should just get health from auto attacking, without a cap in the number of hits to encourage AS and have it scale off AD. The exactly number would have to be calculated carefully of course so it's not OP but the point of it scaling off bonus AD is to make it high enough to be relevant late game when she has lots of AD, but not overpowering during laning phase when she has little.

  • Change her Q to be called "Waltz" it's now a ground targeted ability that makes her quickly sidestep to the location, same max range as current lunge same CD and double cast mechanic. Remove the damage and merge her current E effect into it so that each time she casts it, she gains an attack speed steroid for a few seconds (no MS boost as that with this would make her too mobile) casting it again stacks the steroid duration, not intensity. This would give her the feeling of dancing around your opponent, you could use it offensively or defensively giving her a way out in fights (since we'd also be removing her alt immunity), and would have to aim strategically adding more depth rather than just spam clicking on a champion. Could also be used to dodge skill shots if used skillfully, though the fairly long CD after the double cast would keep it from getting stupid.

  • Her W becomes a double cast like her Q and can block abilities not just autos BUT each parry reduces the damage of the ability or auto by 40% rather than the current 100% (parrying an ability with CC will cancel out the CC in addition to the damage reduction). Additionally, rather than a passive AD boost, each successful block increases her MR and ARMOR by 5-25 (stacking up to 10-50), this is to allow her to stand toe to toe more, the flat AD boost made her way too bursty upfront and is really the root of a lot of her problems but as she is, she is too squishy for a duelist also so this is meant to fix that. However, with the animation and 1.5 duration of parry it also allows for counter play, specially 1v1, where an enemy could fake out her parries by not attacking while it's up, faking even one parry would cause her to lose a lot of defense.

  • Her E is then a new ability called "Coup de Grace", a well known (I think?) dueling term where the duelist finishes off the opponent with a dagger to get them out of their misery once they've lost. Plus, it finally gives that dagger she carries on her back some use. It's a cast targeted ability with short range (175 is probably good) where she takes out her dagger with her non sword hand and stabs the opponent in the gut (would require a sweet new animation). The CD and exactly dmg and AD scaling would have to be calculated out better than I can off the top of my head, though the AD scaling should be pretty high. But the idea is that the damage is higher the lowest the health of the enemy champion being decent on high to mid health champions but pretty much a guaranteed kill on someone with less than 20% health, even if they're tanky. This would create an interesting dynamic where if you get low near Fiora, you better be scared. The idea here is also that rather than having her burst up front like she does now, her damage is lower across the board but she is tankier and more mobile and wears down a target (like a duelist!) and has her burst be at the end.

  • Her alt basically turns into her current Q to be called "Lunge" but with more stacks before it goes on CD. She can lunge up to 5 times (once she casts it the first time it will go on CD either after 5 casts or after 5 second have gone by, whichever comes first, the short "window" is meant to encourage her using it in succession as opposed to just having endless gap closers throughout a fight) just like her q now she can do it to any target in range, however, the damage goes down 25% each time it hits the same target, capping at 33% of the max damage, to encourage her to do it between targets in team fights rather than on just one (which will look cool). She can still take damage and be CC'd mid lunge, no more invulnerability : (

Glad to hear any critiques.

5 Comments

Yordle Exodia7/29/2014, 5:08:56 AM3 votes

This would make fiora the strongest, stickiest assassin in the game. Even if you toned down the crazy execute, 2 minor invulnerabilities, and 7 dashes, she'd still be an AD drank tank and that's not cool

Seilleas7/28/2014, 10:43:09 PM1 votes

fiora is dead champion, this wont do....the kit of duelist is like this,miscalculate one thing and turns into op, or useless just dead champion without skillcap atm

Alpha Gray7/29/2014, 2:42:39 AM1 votes

Neat ideas, but I think the problems facing Riot as regards Fiora are the same that they have with a lot of melee fighters with high burst potential - the difference between them and assassins in most optimal play scenarios is negligible. Riot has described this in terms of the job of fighters seems to be little more than "be strong." Their job is to get ahead of their opponent and remain there while having enough survivability tools to unleash their cadre of damage, whether that's from sustained DPS - which doesn't work in most cases - or if it's from burst damage via abilities.

So the problems you're trying to solve just create other problems. Straight health scaling off AD with not other cost on auto attacks gives her the worst kind of healing potential, which is the top-off kind. This is the problem Riot had with Sona's heal, insofar as the best use case scenario for your Fiora is to use this after she's survived an engagement to sustain herself back up to full health. If Fiora has some kind of healing, it has to have clearer counterplay than "just be stronger than her." This is also clarified in Xin Zhao's need to hit three times to heal himself, Maokai's healing being based on his next auto attack after a bunch of spells have been used, and the (once proposed) rework of Yorick involving a Heal Ghoul that must return to him in order for him to achieve the healing. This is why Skarner used to have to consume his mark to heal him back when it did that, and why allies have to attack Shen's marked target to receive their healing: These all creates scenarios where it's somewhere between optimal and *required *to have an interesting interaction with an enemy champion to achieve their sustain. (E.g. ad nauseam: Zac and bloblets)

So straight attack-to-gain health is problematic from some of the design goals and problems Riot has already laid out that they're concerned about.

Your "Q" is interesting, but it's basically Tumble with a recast. That's not a bad thing inherently, but there's no reason to ground target it if it's not a blink. If it is a blink ability, then you're talking about a dangerous amount of mobility with very little tradeoff, even with a long cooldown, because she could basically LeBlanc her way through a trade - Q to engage, auto [x] number of times, Q away. This is mobility with no conditions, which makes it very dangerous. The mobility that Riot has been pushing lately has been focused on predictable positioning, important tradeoffs, and skill-sensitive windows of opportunity (e.g. Yasuo E-chaining a minion conga line, Braum's W not allowing ward hopping). Ground targeted mobility has lead at least one champion to a permanent life in the Ban Prison (Kassadin) and has made another a nightmare for a lot of levels of play (LeBlanc). Directional Dashes are dangerous too (Riven, 4.12 Lucian), but since they have a movement speed, depending on how they work, they're not always amazing (Graves).

I appreciate the concept behind the ability, but I think mobility that generates a damage steroid can be very dangerous.

I don't have much commentary on the W. I think you're granting another survivability option to a class that needs to be careful with more survivability options. Parry is an important part of Fiora as a concept, but I don't think giving her two uses of it makes it more interesting - I think it just makes you use it more and drain your mana more.

The E is fine, except that you're talking about a skill that Volibear already has... Voli is damn scary to be next to when you're low on health, and he gets more damage based on his primary stat as well. If you wanted to give the dagger a home, I don't think this is it.

The Ult is ok, but yeesh that's a lot of mobility.

I think Fiora has a lot of problems that are fundamentally related to what it is she's supposed to do, what role she fits, and why you bring her into your game and what situations you absolutely don't want to see her.

FIagAndDrag7/29/2014, 5:01:05 AM1 votes

it looks like you copied ahri's ultimate