Miss Fortune balance change idea
First time posting on the boards! I've gotten a couple of surveys about Miss Fortune and the recent patches lately, and since Riot does such a good job of listening to the players I thought I would write out my thoughts a little more clearly!
So who am I and why do I think she needs changes. I am a gold player who's been actively playing season before season 1, I don't play ranked often so I may be a little above gold if I gave it more time. I picked up Miss Fortune a couple weeks before the update and fell in love with her play style, I spammed her every game and quickly hit mastery 5. After the changes she seems a little weaker to me, and she was never a top tier pick before, however this post is not to say she is bad, both before and after the patch she remains a completely viable pick. However before the changes she had a more defined role, she was a duelist and could 1v1 most people with her grievous wounds. Now she is a mediocre lane bully, who has trouble scaling into the late game because of weird scalings and bad build paths. I realize there is a large player base for ap Miss Fortune too so the intent of these changes would be to clean up her build paths and help her scale some into the late game while keeping both play styles viable and maintaining her identity. I am not riot, and I cannot test these changes to see what they would actually look like, but it is the idea of the changes that matter, THE NUMBERS WOULD MOST LIKELY HAVE TO BE TUNED. I will list the changes to abilities in order of importance.
Impure Shots (double up)- Passive-Here's the main issue of mixed scalings, magic damage based on ad, and a very core part of her kit. My changes would be to make it to physical damage, leaving the ratio the same. However I would have it scale with crit, similar to Ashe's passive, so if you had 50% crit each stack would do 50% more damage. I think this change mostly balances itself out. Very early game armor and magic resist are about the same and you don't have crit, mid game armor will (mostly) scale higher than resist, but a moderate amount of crit (which will now be viable to itemize for as an adc!) will raise the damage enough to overcome the extra reduction, and late game it will scale a little harder, which it should as the late game carry. This also helps mf itemize, get some armor pen, as well as her opponents, with armor. Active- as it stands the active is now a low cool down attack speed buff. The old active had some thought to decide when to use it, during ult or not. I think the new active needs something similar. My idea is that while active, every 4 attacks starting with the first attack, applies 2 procs of impure shots.
Bullet time (R)- So now that w does physical damage half the problem with her ult is solved. The next step would be to change its base damage to magic damage, so the magic damage scales with ap. The base damage should also probably be lowered significantly. Since crit and armor pen now affect ad Miss Fortune's ult more, it will do more late game and the base damage could make it too strong. As for ap Miss Fortune, now that her ult does mainly magic damage, her magic pen will push up the damage so the base getting lowered is still an overall buff.
Double Up (q)- Double up is an unique early game poke, but it falls off late game hard. For an ability that is supposed to be spammed, ie not a Caitlyn q, it should do more than an auto attack. I would replace it with a "targeted spell that fires an auto attack" this keeps the use the same, as it currently feels responsive and easy to aim, while changing the power curve some. This means it would scale with crit but lose some early game base damage (100% ad no base). In addition if the first shots kills the unit or if it hits an enemy champion (I think this should encourage more counter play, especially in team fights) the second shot will hit for a 40/55/70/85/100% crit, this should hit the early game damage a little bit but help it to scale into a useful ability late game. I would have the first shot do a small (10ish at first rank) amount of magic damage scaling with ap and the second shot do double, this keeps it best used on a bounce, keeps ap fortune viable and doesn't work with crit, which can scale too hard with base damages on a kit not designed for it like gangplank.
Lastly I think her e and her passive are in healthy spots, though the w refreshing passive is unneeded and rarely useful as w is your main steroid.
Over all i think these changes keep her as a middle ground marksmen, with some ability burst and some auto attack reliance, but with the ability to scale into late game and a unique aoe ult that has counter play. I love the visual update and would love to see a gameplay update to bring her in line with the other top carries.
Upvote if you like or post any questions :), maybe Riot will give it a look too! Hope they continue to keep up the great work!