Fiora Needs Some Big Changes
So I think we can all agree Fiora is one of the most frustrating champs to fight against, it doesn't feel fair almost the entire fight. Every time she trades she heals a crap ton thanks to her Passive and Grasp of the Undying. She can build straight tank and out-damage pretty much anyone in the game. Her kit doesn't even really portray her as The Grand Duelist, its not a Duel if its entirely one-sided.
I know there are currently nerfs for her on the PBE but i think she needs more than just nerfs, there are some things in her kit that don't need to be there. If you haven't seen them here is a link: http://www.surrenderat20.net/2016/03/39-pbe-update.html.
#Duelist's Dance
Fiora identifies the Vitals of nearby enemy champions, marked as an arc around their character. Vitals take 0.5 seconds to identify and last for 15 seconds. After a Vital is triggered or times out, Fiora identifies a new Vital on her target.
Basic attacks and damaging abilities against a Vital deal 3% (+ 2.8% - 4.5% (based on level)% per 100 Bonus AD) of target's maximum health bonus true damage, heal Fiora for 25 - 110 (based on level) and grant her 20 / 30 / 40 / 50% bonus movement speed that decays over 1.75 seconds.
This is an interesting passive but in-game it creates a lot of pressure on her opponents for free. When used with her Q it is probably the most frustrating part about laning against her. The reason being she can just hit Q on you, hit your Vitals and run away with the MS boost before you can even hit her back. Makes things worse because it also heals her, with Grasp of the Undying, it make it damn near impossible to trade with her. Your other option, other than taking the free Vital hit, is to stand back for 15 seconds and wait for it to appear not facing her, which is ridiculous... she will just run around you.
Solution: Remove the Heal and MS Boost. Fiora needs to take risks to pop those Vitals, the current risk is damn near nothing and the rewards are health and a lot of free damage on enemy. It should be equal risks for the reward, if she wants to deal True Damage based off my Max HP that also scales with her AD, she needs to put herself into a situation that puts her at risk.
#Lunge
ACTIVE: Fiora dashes a short distance in the target direction, then stabs a nearby enemy if one is present while moving into attack range of them. The stab deals physical damage, applies on-hit effects, and prioritizes exposed Vitals, followed by enemies who would die to the strike and finally the nearest target, prioritizing champions.
PHYSICAL DAMAGE: 65 / 75 / 85 / 95 / 105 (+ 55 / 70 / 85 / 100 / 115% bonus AD) If Lunge hits an enemy, its cooldown is reduced by 60%.
This ability is the really annoying because it offers her a lot of mobility and it can hit your Vitals. Personally if her Vitals didn't offer so much this ability wouldn't be all that bad, although I honestly don't think she should be able to use it to run away. At max rank it has an 8 second CD, 60% of that is 3.2 seconds if she hits an enemy, with 20% from cleaver it gets down to 2.56 seconds. Not that bad except every 3 seconds she is dealing Max Hp% True Damage and healing off you.
Solution: None. If you fixed the balance of her passive, this ability is actually an interesting, albeit frustrating to deal with, ability. If you were going to nerf it, I'd suggest lowering the distance travels when using it away from enemies, The Grand Duelist does not retreat.
#Riposte
ACTIVE: Fiora poises to strike in the target direction and then enters a defensive stance, parrying all incoming non-turret damage and hostile crowd control effects for the next 0.75 seconds. After the duration, Fiora stabs her sword forward, dealing magic damage to enemies in a line.
MAGIC DAMAGE: 90 / 130 / 170 / 210 / 250 (+ 100% AP) The first enemy champion struck also has their movement and attack speed Slow icon slowed by 50% for 1.5 seconds. If Fiora parries at least one immobilizing effect, Riposte Stun icon stuns the target for the same duration instead.
This ability is so grossly overloaded I can't even begin to understand how it was allowed. The threat of this ability is the main reason she can be so dominate with her Passive and her Q's mobility. All I will say on this ability is it needs to be changed first, if someone at my elo can consistently pull it off then it must not be that hard.
Solution: Change "parrying all incoming non-turret damage and hostile crowd control effects" to "parrying the first incoming non-turret damage and hostile crowd control effects". This would retain the current feel of the ability but is more fair because it offers counterplay. I'd also like the base damage to be removed unless she actually Ripostes something, this ability should not be used to poke or kill a low hp target. If she failed to kill them with the rest of her kit she does not deserve the kill.
The nerfs to Bladework currently being worked on are just fine in my opinion, this ability has clear windows of strengths with distinct weaknesses in that its melee range. Add in some of my Solutions and this ability is fine, maybe a bit overtuned.
#Grand Duelist
PASSIVE: Duelist's Dance's bonus movement speed is increased.
ACTIVE: Fiora challenges the target enemy champion, highlighting all four of their Vitals for the next 8 seconds. While Grand Challenge is in effect, Duelist's Dance does not identify new Vitals on her target. The ability also creates an area around the target, in which Fiora gains Duelist's Dance's bonus movement speed.
If she triggers one Vital before her target dies, she creates a victory zone that heals her and allied champions within over the next 2 seconds. The duration is extended by 1 second for every extra Vital hit, up to a maximum of 5 seconds. 「 HEAL PER SECOND: 80 / 110 / 140 (+ 60% Bonus AD) 」 If she triggers all of the Vitals and her target is not dead, she will still create a healing zone that lasts for 5 seconds.
This ability is suppose to represent Fiora's Duelist persona, she challenges her opponent to a duel and dukes it out, should she win she will be rewarded with healing. What really happens is her target uses everything they have to run away from her, they have nothing to gain from fighting her and everything to lose. You should change the name to the Grand Chasest, because basically thats all she is doing. I said it earlier, its not a Duel if it is entirely one-sides. There needs to be a reason for her opponents to fight her, a reason not to just run until it wears off.
Solution: Give her enemies a reason to actually duel her instead of running. This is suppose to be a Duel, a challenge! Currently it doesn't feel like that, its an extreme annoyance and it leads to her opponent just running away because there is no point in fighting her. She has more Vitals to hit, gains bonus MS, and will get healed if she kills you. To give you an idea of what could give her opponent a reason to fight her, something like killing her will heal you the same it would have healed her.
I know I dropped a lot of crazy ideas out there, plus im probably going to get downvoted by the "gitgud" people, but I seriously think Fiora needs some changes to her overloaded kit. I'm not saying my Solutions are the correct ones nor am I saying to do them all, just one or two changes. Her Passive and Ultimate need the most change in my opinion, they are free damage/stats with extremely high rewards and very very very low risks.
Anyways thanks for reading, those of you that did, and I'd love to get some feedback and ideas from you guys. I will also accept your personal experiences with her. If you enjoyed or agree with me please don't forget to Upvote, otherwise feel free to Downvote. If you do comment, regardless of whether you agree or not, please keep it civil this is a discussion not an argument.