Brainstorming Around Miss Fortune

Teridax68·2/13/2015, 8:03:23 AM·1 votes·395 views

MissFortune is a pretty awesome ability-based marksman, with a cool ramping damage mechanism and potentially amazing multi-target damage, but despite her overall success (she has a fairly good pick and win rate) there are a few things about her that could just be better. Here's what I think are her main problems:

  • She's a strong lane bully, but because of that there's a lot in her kit that's not allowed to scale better: her passive, for example, becomes less and less relevant as everyone gets to roam better, and fizzles out on minions, and her E feels weak overall. Generally, she's not allowed to be that good at kiting, even if it would help her a lot in late-game teamfights, because she'd otherwise be practically impossible to handle in lane.
  • Her AP playstyle has the potential to be unique and awesome in its own right, but right now is fairly gimmicky and inefficient, mainly because there's a lot to Miss Fortune's kit that just doesn't work well with AP (her W, especially, which has practically no interaction whatsoever with the AP components in her kit).

Basically, her main problem is that she's stuck between having a kit that's either strong in lane and not as good later on, or one that scales better but would require early game nerfs. I think it's possible to have the best of both worlds by tying her kit up a bit more to her Impure Shots, and perhaps also buffing her Mage Fortune playstyle, which is meant to be the burst nuker to AD MF's ramping DPS monster. Here are the changes I propose:

  • Strut
    • Changed to 10 / 15 / 20 bonus movement speed stacking every second up to 5 times (for a maximum of 50 / 75 / 100 bonus movement speed) after not taking damage for 5 / 3 / 1 seconds, scaling at levels 1, 11 and 16.
    • At level 11, damage from minions and monsters no longer stop Strut, and at level 16, applying Impure Shots against champions stacks up Strut while the passive is enabled.
  • Double Up
    • AP ratio on the first shot increased to 50% AP, and AP ratio on the second shot increased to 80% AP (up from 35% AP and 50% AP).
    • Applies spell effects.
  • Impure Shots
    • Now apply every time Miss Fortune deals damage with her basic attacks or abilities (this just means Make it Rain applies Impure Shots; everything else would remain unchanged).
    • Have a counter on enemies to indicate how many stacks are on them.
    • Grievous Wounds removed.
  • Make It Rain
    • Deals damage every half-second, rather than every quarter-second, and the slow only applies as long as the target is within the area (it would clear instantly upon leaving)
    • Total base damage reduced to 84 / 108 / 132 / 156 / 180, at 14 / 18 / 22 / 26 / 30 magic damage per tick (but applies Impure Shots, which adds damage of its own).
    • AP ratio increased to 90% AP, from 80% AP (15% AP a tick).
    • Base slow reduced to 20% at all ranks, but increases by an extra 6 / 7 / 8 / 9 / 10% for every stack of Impure Shots on the victim (so at 8 stacks and max rank Make It Rain slows by 99%).
  • Bullet Time
    • AP ratio increased to 20 / 25 / 30% AP from 20% AP at all ranks.

The end result to this should be that MF gets a bit less free power early on, but gets to be tons more powerful if she makes good use of her Impure Shots. AD Miss Fortune would be a bit less good at roaming and returning to lane earlier on, and wouldn't be able to escape as well with her E, but would have potentially much better crowd control and late-game kiting, plus an additional way of prepping up Double Up (it prioritizes enemies with Impure Shots on them); and Mage Fortune would make much better use of her W, as it would allow her to pin enemies under her E, while dealing a lot more damage with Double Up snipes. I may be over-buffing here, but I think MF deserves to have really strong abilities, even if it comes at a cost to their reliability.

What do you think of these suggestions? Yay or nay?

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