Fizz Change Heading to PBE

RiotRiot NeuroCat·6/20/2018, 5:29:07 PM·1 votes·97,518 views

Hi all,

I’m NeuroCat, a Game Designer at Riot. I previously worked on Remake and Honor, and I’m now working with the Champions team on some smaller projects, starting with Fizz.

We’re shipping some small Fizz changes to PBE for feedback. Since the Assassin Rework, we’ve heard a lot of dissatisfaction from Fizz players around his current W. The waiting game around the charging bleed mark is healthier (by increasing Fizz’s burst window), but feels awkward to use and unintuitive to a lot of you. Our primary goal with these changes is to replace the mark charging mechanic and Fizz’s current W with a more satisfying and intuitive version of W (while maintaining the delay on Fizz’s full burst).

Current Changes to W

  • REMOVED - W passive marking targets for 6s (note: the 3s bleed DOT still exists!)
  • REMOVED - W active dealing triple damage when hitting a mark-primed target
  • NEW - W active now has second cast, similar to the first, but dealing more damage (especially against low health enemies)
  • Bonus Damage on Hit:
    • First W: 10/20/30/40/50 + 40% AP
    • Second W: 35/50/65/80/95 + 50% AP (+0-100% increased damage based on enemy % health missing)
  • 1s lockout on recasting W
    • Using W on a target slowed by Chum the Waters allows W to be recast instantly
  • Mana refund amount reduced 20/28/36/42/50 >>> 10/14/18/22/26
  • Mana refund applies to both casts individually
  • REMOVED - Cooldown reduction when killing any unit with W active

The updated W has two casts, both reset Fizz’s auto-attack and deal bonus damage on hit. The first deals lighter damage; the second deals heavier damage, especially when the enemy is low on health. There is a lockout between the two casts, so you’ll need to stay in combat if you want to get your full damage off (or play around priming his W casts). We still want you to be able to unload your full combo onto enemies you hit with your shark, so you’ll be able to recast instantly when you W a “sharked” target. Along with these changes, we’ve also tuned his damage a bit so Fizz’s ability to scrap in lane at early levels should be higher (instead of having to sit back and wave clear until 6).

Keep in mind, with these changes, we’re not looking to update Fizz or make large scope changes, just smooth down a consistent pain point for Fizz players. We’ll be listening to feedback and iterating as we let these changes sit on PBE for a little while, so to be clear, these changes will not ship in 8.13.

If you play with these changes on PBE, please leave some feedback if you’re able. Thanks!

-NeuroCat

 

    6/21/18 Update

First, I want to thank you all for the feedback, especially for you who have had a chance to try him out on the PBE. I'm trying to read it all, even if I don't have time to respond to it all.

I'm going to try to summarize the broad themes of feedback I'm hearing from you all, and my brief thoughts:

  • "Revert Fizz's W to pre-Assassin Rework"
  • We aren't planning on doing this, since we believe that this model isn't particularly healthy, especially with a high AP assassin. While I agree that the deceptive damage and 'whittling-you-down' feeling around the empowered bleed do feel "tricky" and playing into Fizz's nature, we ultimately want to make Fizz's windows of power and burst more clear and consistent to Fizz players and opponents.
  • "Make Melee Range Shark Viable/Revert the Shark changes"
  • We aren't bringing back the old R, but we intend to make your melee range ult a bit more effective with these changes. In the case where you do land a melee range ult, you can unload your W burst immediately, which should make this case feel more powerful/give you more options.
  • "Will this change make Tank or On-Hit Fizz crowd out AP Assassin Fizz?"
  • We will be trying to make sure we aren't shifting too much power away from AP Assassin Fizz. You'll notice in some of the changes below we're shifting more power into his AP ratios.
  • "His Damage Seems Low"
  • From the PBE testing we've seen, we think his damage numbers are around where we intended, but it doesn't feel as impactful, due to the missing health execute damage on the second W. I'm trying an iteration below where we remove this in favor of just flatter damage on his second W.
  • "Without the W reset on kill, his laning/farming under turret is going to be terrible"
  • We tried some iterations of the new W with this, but they either had really unintuitive interactions or gave him a lot of strong wave-clearing power with no real downtime for his opponents to play around. So we aren't currently planning on adding this back, but want to make sure his laning phase and ability to farm still holds up without it (even if it might be less safe to just farm with it under turret). Below I'm increasing the mana refund on his W, and I'll be looking for other ways to increase his farming ability if we find it insufficient - keep in mind, the second cast is free, so this change will effectively make it mana neutral for him to last hit with it.

Here are some changes that will land on PBE tomorrow:

  • Mana refund on kill with W: 10/14/18/22/26 >>> 15/20/25/30/35
  • W2 Damage: 35/50/65/80/95 + 50% AP (+0-100% increased damage based on enemy % health missing) >>> 35/50/65/80/95 + 90% AP

Thank you again for your feedback so far. Over the weekend, please give it a shot on the PBE and let me know how it feels. I'll likely have another update like this sometime next week.

 

    6/25/18 Update

Hey all,

I want to thank you for all the feedback being posted. On these Boards, Reddit, Youtube, Twitter - we've been listening to your thoughts on these Fizz changes.

Our initial goal with the new W was to make a lightweight change and see if Fizz players enjoyed a different input for W. But from what we've heard from the majority of Fizz players, you enjoy the current live W over the experimental changes. So we're going to be pulling these changes out from PBE. If there is a clear opportunity for the right Fizz changes in the future, we're open to it, but we don't want to force changes to live that Fizz players don't want.

Thank you again for your input. Fizz

258 Comments

FancyKiddo6/20/2018, 9:43:19 PM18 votes

Interesting. I'm glad to see Fizz getting work, even if I'm not super on board with this first iteration. And I'm glad they don't have Phroxzon on it again: I think he burned all the bridges with the Fizz community the last time y'all touched the fish.

I've long been a Fizz player, and his rework in the assassin update killed not just the champion for me, but also was the start of the end of playing at all. I haven't played since Kai'sa's release, I think. I'm hoping that the changes to Fizz will be good enough to convince myself to get back into it!

One thing I'm curious about: why are y'all so hesitant to bring back the old "W empowers your AAs for a while" paradigm? As I see it, the best change for Fizz's health was "guppy shark" in close range, the removal of the "jump on someone and slap an unmissable ult on them from melee range" playstyle. As for the newer versions of W, it just seems like they've all tried to do what the previous W already did, except they've been more clunky and worse for (my favored position) jungle Fizz.

As far as I see it, old W spread out its damage just fine, and created real decision-making that is lacking in the current iteration of Fizz. Old W, you didn't want to stab someone, pole, and stab them again, where their only counterplay is to try to move out of your range (since you're invulnerable in the W cook time). You wanted to stay in melee range, getting off as many AAs as possible. If they forced you to pole during your W uptime, you traded damage for safety. It was a good interaction between Fizz and his opponent.

As for this new version of W, I don't see how it's better than the current one, and I definitely don't see how it's better than the old one. I guess it lets you get two Lich Blade procs? Even that doesn't seem like a great thing, since it ties him even more to an item.

If you wouldn't mind, would you address why old W is bad, and how you think new W is an improvement over current W? Thanks!

hackney246/21/2018, 6:59:51 AM15 votes

All the outcrys of fizz mains are for the W to be shifted back to the old dot, if riot isnt willing to do that then just leave him the same as he is. These changes are just making him worse. Trading cs reset and overall damage for 1 sec less on his gate and some early kill pressure is laughable.

Forsyte Vann6/20/2018, 7:44:15 PM15 votes

"Awkward an Unintuitive" To... hit once, wait, and hit again? Im sorry, but i fail to see how a doublecast with lockout (I know is the same amount of damage) is more intuitive, specially if you put a condition to remove the lockout with the shark. And even then, it's a nerf on the damage, considering you'd get the triple amount of damage if the target has low health, rather than this being a set flat amount. If you wanted to poke, you simply WQ'd into the enemies and then jumped out. Fizz Hmm... Something's Fishy (edit: I remembered that lich bane exists and this could help you proc it twice, so my point for damage is invalid. Still, it does not seem more intuitive)

Garzevogghg6/20/2018, 7:56:13 PM11 votes

How is this supposed to be more intuitive? This just seems clunky.

RiotRiot NeuroCat6/21/2018, 9:02:12 PM11 votes

6/21/18 Update

First, I want to thank you all for the feedback, especially for you who have had a chance to try him out on the PBE. I'm trying to read it all, even if I don't have time to respond to it all.

I'm going to try to summarize the broad themes of feedback I'm hearing from you all, and my brief thoughts:

  • "Revert Fizz's W to pre-Assassin Rework"
  • We aren't planning on doing this, since we believe that this model isn't particularly healthy, especially with a high AP assassin. While I agree that the deceptive damage and 'whittling-you-down' feeling around the empowered bleed do feel "tricky" and playing into Fizz's nature, we ultimately want to make Fizz's windows of power and burst more clear and consistent to Fizz players and opponents.
  • "Make Melee Range Shark Viable/Revert the Shark changes"
  • We aren't bringing back the old R, but we intend to make your melee range ult a bit more effective with these changes. In the case where you do land a melee range ult, you can unload your W burst immediately, which should make this case feel more powerful/give you more options.
  • "Will this change make Tank or On-Hit Fizz crowd out AP Assassin Fizz?"
  • We will be trying to make sure we aren't shifting too much power away from AP Assassin Fizz. You'll notice in some of the changes below we're shifting more power into his AP ratios.
  • "His Damage Seems Low"
  • From the PBE testing we've seen, we think his damage numbers are around where we intended, but it doesn't feel as impactful, due to the missing health execute damage on the second W. I'm trying an iteration below where we remove this in favor of just flatter damage on his second W.
  • "Without the W reset on kill, his laning/farming under turret is going to be terrible"
  • We tried some iterations of the new W with this, but they either had really unintuitive interactions or gave him a lot of strong wave-clearing power with no real downtime for his opponents to play around. So we aren't currently planning on adding this back, but want to make sure his laning phase and ability to farm still holds up without it (even if it might be less safe to just farm with it under turret). Below I'm increasing the mana refund on his W, and I'll be looking for other ways to increase his farming ability if we find it insufficient - keep in mind, the second cast is free, so this change will effectively make it mana neutral for him to last hit with it.

Here are some changes that will land on PBE tomorrow:

  • Mana refund on kill with W: 10/14/18/22/26 >>> 15/20/25/30/35
  • W2 Damage: 35/50/65/80/95 + 50% AP (+0-100% increased damage based on enemy % health missing) >>> 35/50/65/80/95 + 90% AP

Thank you again for your feedback so far. Over the weekend, please give it a shot on the PBE and let me know how it feels. I'll likely have another update like this sometime next week.

Fizz n Flips6/21/2018, 5:50:21 AM11 votes

First I was interested in the rework, but after testing, thinking about and considering a few things I'm sadly just disappointed...

The rework missed its intended target completely in my opinion.

Laneing-Phase/Fights: The new W has no CD-refund anymore which makes the Laneing-Phase worse. You can now easier be punished by pushing you under the tower because your W has a 10 / 9.5 / 9 / 8.5 / 8 cd per 2 cs. Makes the wave-clear from Fizz even worse. Even in Fights if he manages to last hit, the W goes on CD which is basically a big dissadvantage.

Lock-Down: The lock-down is basically the current W but worse. The Refund is heavy dependent on the Ult R slow, which can be removed (item 3140 ,summoner 1,Morgana-shield) and reduced (item 3111, which makes it really hard to retain the Lock-Down refund. Additionally its really harder to use it in time considering no visuals and the distances and close-ups. (basically 1.5secs to reaction time) (6 seconds against 3.5 seconds if I'm generous)

**Damage: ** The damage difference is noticeable, too. The damage basically is lower than the old one if you don't junk your enemy by 50-55% its health, which basically is a tough act in alot scenarios. Damage Graph. (Please correct me if I did something wrong. I missed out the bleeding damage, because it didn't changed)

Along with these changes, we’ve also tuned his damage a bit so Fizz’s ability to scrap in lane at early levels...

Not at all. The damage is highly depending on the enemy but overall I would consider Fizz' damage clearly nerfed.

Edit: Range I'm not certain about this but: is the Empowered W ranged now gone? Because what many people don't know is the proc of the Empowered W has a higher range and can sometimes hit enemy dashing. Which was currently a good counter tool to the limited range/time problem... if this is gone now it makes the W even worse.

Ideas: item 3057/item 3100: We all know in a fight it has to go fast so you basically want to pull off you damage fast. Especially Assassins which aren't tanks. (duh) Best case scenario with the new W: W(AA) + W(Single Cast) + 1sec* + W(recast) (*1 sec ignored by Ult slow) You might think: You can proc item 3057/item 3100 multiply times, right? Wrong! Your cast lock down is 0.5 to short. Basically even this idea to use this disadvantage to an advantage is not given.

Review: I know it is hard to come up with a good idea for a rework... I can't tell it for sure but I feel people want to have the old W back, but not considering the problems involved with it. I can understand that people see the W as clunky but the current W is not the worst. (The old W probably never come back. That is something people just need to understand.) The suggested rework feels not good to play because you have to much to consider now (over-complicated/not really fluently/natural). The trade-offs are mostly not worth the effort (low damage) and the Lock down feels like barrier more than the waiting time now. The current idea for a rework is the worst out of both worlds (prerework and now) in my opinion and I would highly prefer a different idea (from scratch)

I'm really sorry if that sounds to hard. But this is clearly a nerf to me and missed the idea of this rework completely...

I hope I could give some constructive feed-back.

RiotRiot NeuroCat6/25/2018, 7:35:15 PM10 votes

Hey all,

I want to thank you for all the feedback being posted. On these Boards, Reddit, Youtube, Twitter - we've been listening to your thoughts on these Fizz changes.

Our initial goal with the new W was to make a lightweight change and see if Fizz players enjoyed a different input for W. But from what we've heard from the majority of Fizz players, you enjoy the current live W over the experimental changes. So we're going to be pulling these changes out from PBE. If there is a clear opportunity for the right Fizz changes in the future, we're open to it, but we don't want to force changes to live that Fizz players don't want.

Thank you again for your input. Fizz

FattyDrake6/21/2018, 1:56:36 AM9 votes

I've tried Fizz for a bit on the PBE today (will still keep playing thru the week) and I have an honest question (and legitimately not trying to be snarky or anything):

Riot NeuroCat, what do you want Fizz to be?

Do you want him to remain an assassin, or push him more into an AP fighter space?

With this W change, he feels less smooth, which I think is the opposite intent of this change. The differences of W in lane and W during ult make him feel clunky, which is the best way I can put it. Yes, I can get two W's off during ult, but the AA W reset W then delay on AA feels worse than just having AA W reset, AA W reset in lane (maybe because that feels closer to what his W is now. Honestly, the way it is on live, if not ideal, is at least satisfying to use. The new W isn't satisfying.) I can see the new W opening up a couple more options in lane with regards to fighting.. but, it doesn't feel like an assassin's ability.

Just for kicks, I tried a Triforce, Ravenous Hydra, Rageblade build. Just for kicks. But it honestly feels so much smoother with this build than with AP items. Nashor's Tooth also seems better on him now (and helps with his burst) but you still have to deal with the clunky W delays.

With the non-optimal build I just listed, I was able to Q AA W AA Hydra W AA very quickly and it just felt great. But that's a fighter combo, not an assassin one. (He did significant damage with that too, and his ult burst was only very slightly less than if he had a 3 item AP build that includes Nashors (plus Lich Bane and Zhonya's.)

I can't stress this enough though: Fizz felt better to play with those items. But that's the style of a fighter. You want him to stay in combat (and risk being CC'd and bursted down because he's squishy), but again, that's the style of a fighter. Yet you don't want to let him have the durability to survive staying in a fight. And you don't want him to be a trickster and get out thanks to the high cooldown of his E. He's melee yet he is punished on multiple levels for being in melee range. There's other hybrid fighters that do the job much better than Fizz. There are other assassins that do a better job than Fizz.

He doesn't even feel good or smooth to play anymore. There are smoother, more slippery, more tricky champions than the Playful Trickster.

I feel that Riot does not know exactly what they want Fizz to be anymore.

Fisherman Fizz6/20/2018, 9:26:09 PM7 votes

Hey, I'm glad there's finally some Fizz changes coming! I'll add a new post to this when I'm home tonight and can try out changes, but for now I'll try to say my initial thoughts.

For perspective, I've maimed Fizz since his release date in 2011. I'm currently Dia in NA and peaked in master/challenger in Season 4 before any of his previous rework.

I have 3 main pain points around the current state Fizz is in:

  1. Lack of DPS/loss of fighter characteristics. This is caused by both the loss of meaningful DoT damage and shift in W towards one single AA nuke.

  2. Linear/binary gameplay and lack of variability with how you can use skills. This is caused by the conditionals added to his W/ult limiting the amount of viable combos you can pull off. All ins generally have to start with ult because its useless once you've closed into melee. General trades force you to use E to stall out W timer instead of getting to use it skillfully to dodge stuff.

  3. His ult feels awful. I want to fight people in melee range. I could not possibly care less about being a teamfight initiator. Just let me start fights in close range please.


First impression of this W change is neutral towards addressing those things. It helps some areas but makes others worse. A bigger question that comes into my head is "why not just revert it instead? That's what most Fizz mains want."

For dps fighter elements, this changes seems like it can sort of "feel" more like a fighter since you get an extra auto to work with, but appears to make his DPS worse. The CD starting after the 2nd cast drastically lowers how many times you get to use it as well as losing the reset on champion kill when timed right. Overall this seems like a neutral change or maybe a bit worse than before.

For lack of options with using abilities this seems like it marginally helps. No longer having a 2 second timer means that you're less restrained on how you use your E, which is great, but the new W still has a timer on it. His all in also stays pretty binary and boring, but thats because of his ult and can't be fixed with W changes.

Third pain point doesn't really get addressed at all here since this is only changing his W, so no feedback there, other than reiterating that I really think if youre going to change fizz, you should consider adjusting the scope to include the ult as well.


Other feedback:

How does this new W interact with his Q? Does it still aoe apply the dot? Honestly if it does you can just get rid of it as it seems like a waste of power budget without the mark. Before you could AoE to out lots of marks on and W them faster, but now this seems unnecessary.

I feel like this many auto resets isn't needed or could get clunky. He now has two auto resets + you can auto cancel again with Q. I'm worried this is going into clunky territory but ill have to confirm this on PBE.

The timer on W seems a bit awkward/unintuitive. The timer is one second, but to get the most out of it you'll want to wait 2 seconds for the extra sheen proc. When ulting it seems weird that the timer just goes away, and you still have to wait for the ult to go off anyway to get more damage amp from missing hp anyway. Camille Q seems much more fluid in execution and flows better in her kit than this W appears to.

Farming/waveclear seems to be hurt here. I think that's ok or can be a good thing, although I'm worried this change could go to far towards hurting his farming. Id like to see a middle ground where he can choose to give up his burst cd for farm without it taking to long to come back.

Why exactly is reverting his kit like you did with LB/Rengar so bad? A lot of your things you're saying like delaying damage or having to stay in range longer still work with his old kit. You have to stay in melee range to get off multiple autos with his old W as well as having more reliance on the DoT/missing hp damage I feel like if bruiser Fizz was an issue it could be resolved through adjusting base damage/ap ratios to require higher amounts of AP.


Anyway these are my thoughts now. I'll play him on PBE and give feedback on that as well. I'll also try to make some video clips if any good moments for feedback show up.

BleKz6/21/2018, 10:44:07 PM7 votes

Not really a fan of this changes. As someone who played a lot of games at Fizz and achieved Master on EUW with him as my main champ, I think I understand where the bad feeling come from and can speak for the entire Fizz community with my proposed changes :

Make W Empower the next 2 AA (Ala Nami's E, but 2 hits instead of 3), won't feel clunky due to not having recasts and won't be 2 different from 1 second recast due to Fizz's AS values.

If the first hit kills a minion, its cooldown and mana are refunded but will consume the second charge.

And that's about it, another option will be to give him 3 charges instead of 2 and adjusting the damage accordingly, tho I still don't understand why it can't just be a on-hit damage spell like it used to be but without % missing health ratios anywhere/them scaling with ap. Its just Rengar and LeBlanc all over again, in those cases also someone at Riot refused to gave us something that at the end it has been proved to be perfectly balanceable (Both LeBlanc and Rengar atm have stuff that was tagged as impossible to balance). Funny enough, both of them are one of the most balanced champs in league of legends history at this exact moment.

Slusher6/22/2018, 12:16:54 AM7 votes

I honestly don’t understand how you can reconcile not reverting Fizz ult for gameplay health with the Leblanc revert.

Kadexe6/20/2018, 7:04:02 PM5 votes

Why can't his ult be reverted to deal the same damage at any range?

NotRed6/21/2018, 7:24:46 AM5 votes

Please just keep it as it is now or revet it to how it was. I love fizz hes my top played champ but ever since the rework it just fees so bad, dont get me wrong iv had a hand full of fun games with him but its no where near what he use to be and this change is going to take away the only thing that was some what working with his rework. Please just give him his dot back or leave him be till you will.

La Bello6/20/2018, 9:10:47 PM4 votes

was hoping for something a LOT bigger than just more auto resets.

Fizz right now has a problem for me at least where he feels way too binary and flowchartish.

You max range your R fish

wait for the knock up and get on the troll pole

slam down and hit em with a Q+W. Not only is this pretty much Fizz's optimal combo its like his ONLY combo ever since the R changes. not gonna lie im super disappointed but then again its expected considering how much you guys hate outright replacing abilities vs smaller functionality changes.

IF you ever take another look at Fizz please consider adding

  1. a REAL innate passive like other champions get (why not put his DoT passive here or something if you think its so important to Fizz's kit personally I never cared much for it tbh. I never understood how seawater/brine worked as poison)
  2. W reworked into another tool that lets him outplay his targets somehow. a third re-positional ability would be awesome but I feel like its kinda pushing it. I want to have to same crazy high octane moments Shadow Swap/Shunpo give. Right now I feel like Fizz has to use Playful/Trickster for Damage 80% of the time so you dont really get to have these same sort of cool skill expressive moments outside of lane trades in my experience.
  3. Changes to R to make it less... browbeating in how it wants to be used. I want to go back to using the Q+R mini combo (that shit looks so cool!) and not losing like half of my damage for using it point blank. Maybe you could change R to execute damage?OR make the Slow scale with fizz size rather than damage? just tossing some ideas out there...
  4. For some reason Fizz's damage is like EXTREME overkill from beginning to end( this might be because he literally has 4 burst abilities). Im not sure how much of this is because of electrocute but I wouldnt mind toning down the damage in trade for more utility or mobility. Lategame I feel like Fizz is way WAY WAYYYY too dependent on Zhonya's to get anything done and not die INSTANTLY.It would be really nice to see something that alleviates how mandatory this item is. (maybe introduce a way for Fizz to reset Playful Trickster?!)
farmwolf6/24/2018, 12:15:47 PM4 votes

takling about another though smaller Fizz rework raises the question why he was even changed first place.

Fizz' dot was not OP or unfair back in season 3, it perfectly fitted his style, helped with last hitting and it taught people to be careful and not to underestimate his damage and slipperyness if they were low and he still had enough mana - and not to feed him too much.

Instead of tuning the dot and forcing players to learn how to deal with him, rito chose to remove it in order to protect them, taking power and fun away from Fizz.

It felt so satisfying diving somebody who overstayed under his turret, jumping out and watching his last few HP trickle down while you walk away in Fizz' relaxed walking style. It made up for all those games where you got smashed by someone out-ranging and out-poking you so hard that you couldn't even dream of assassinating some half-dead cannon minion.

Having an ability which does more damage to low-health champions and enabling you to use it at the beginning of a fight if your ult hits seems a clueless and slightly desperate thing to do. Totally opposed to having your ult amplifying all damage you dealt, which is straight-forward and feels rewarding.

Plus, different behaviour of an ability under different circumstances is really counter-intuitive in itself. I don't like his present W at all, but this.. slightly clueless try-and-error - approach on the topic is not leading anywhere, IMHO.

on the topic of champions becoming less fun to play and more and more complex, I highly recommend ipavs videos on the topic: pt. I https://www.youtube.com/watch?v=MoBz_Z24xwA pt- II https://www.youtube.com/watch?v=LasZ0TmwLkE

Xiao Long Bae6/21/2018, 1:39:00 AM4 votes

REMOVED - Cooldown reduction when killing any unit with W active>

wait how am i gonna farm early...

Fisherman Fizz6/25/2018, 10:53:25 PM3 votes

I'm glad you guys are listening instead of forcing the changes through. Are there any plans to revisit Fizz sometime soon? I think most people would still like some changes even if this specific W change wasn't the right one.

boulhyalmoujahid6/21/2018, 8:43:45 AM3 votes

I just miss the Q+R combo and I don't know why it was removed

EyesOfTheFox6/20/2018, 5:40:20 PM3 votes

I think this is a good quality of life change. I didn't realize I was getting one shot because it did triple dmg just for having auto'd me one time. The fact he has to recast it to get the bonus dmg adds a little more skill and some people will probably mess that up from time to time meaning it's not even guaranteed. He also has to pick his targets more carefully to get that extra dmg due to the target having to be low health. Hopefully this feels better to play against.

H30N6/20/2018, 6:28:28 PM2 votes

No Dot? Sure. But no cool down reduction???? Riot what? Also, the trident system before was fine. First of all, it gave fizzes time to move around and dodge skill shots while it charged if they were engaging without ult, and if they were engaging with ugly then, ult-> q->full E w/slow->W was enough time to price the 3x damage. No one asked for this change... leave it alone.

edoxbox16/20/2018, 6:27:15 PM2 votes

* Mana refund amount reduced 20/28/36/ 42/**50 ** >>> 10/14/18/ 22/26 * Mana refund applies to both casts individually

Ehm Why not 21(+21=42) and **25 **(+25=50) ? lol

Murr Wurr6/20/2018, 6:44:40 PM2 votes

Could you explain the logic behind removing the CD reset of his W after killing a minion?

A lot of Fizz mains actually liked this change and it greatly helped getting through tough laning phases like Azir, Ryze, Malz, Brand etc.

I just feel like his laning phase either playing agressively or defensively have been severely weakened by this change.