How to make Fiora (The Queen of Balance) something you can play against.
So, we all know that Fiora is beyond broken, and utterly impossible to lane against on anything but a super tank that can laugh at all her damage. Is that fair or balanced? I don't think so. I just played a game against her with Gnar, and any time she got within 10 feet of me, she'd fly through the air at super speed, slow me to death, and then beat my face in without ever hitting any vitals (Yeah, you sure nerfed her to prevent that, Riot). In Mega form, she would out-trade me, again, without hitting any vitals. When she does hit vitals, you're just about guaranteed dead, since she chunks you for %HP true damage while healing herself. How do we solve this? Well, I have a few ideas.
Passive: %HP true damage, self heals, free MS... sounds a bit overbearing, doesn't it? If you try to trade with Fiora, she'll just outheal all your damage while chunking you down with %HP true damage that you can't build against. So, I have a few proposals:
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%HP true damage? No. Take it away from her passive. It can stay on her ult, but make her passive %HP magic damage. This way, you can build against it, and actually win a lane against a Fiora if you play well.
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Cut the heal down a bit. It's ridiculous to see her laugh all your damage off as soon as she gets a Hydra. Make it a flat amount that's very small -- sustain in lane, not laughing off damage while being squishy.
Q: Right now, her Q is close to fine, but it just does too many things for Fiora. It automatically targets vitals, it automatically targets anything it can kill, it lets her dash through walls, it lets her chase you forever since it has next to no CD if it hits something, and so on.
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Instead of auto-targeting vitals / things about to die, Q now targets the CLOSEST target, regardless of what it is or where the vitals are. This allows teammates to eat a Q to prevent a vital proc, it makes her have to actually aim to hit you with it in minions, it makes her have to be smart about it, and so on.
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Damage lowered a bit: Right now, with her passive, E's free AA reset, ult, and all that, her Q just does too much damage. Lower the scaling a bit, and drop the base damage so she isn't such an early game monster.
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Potentially, only lower the CD if she hits a vital, instead of whenever she hits something. This would make it possible to kite her, and make her have to work for those vitals, instead of having gimmies.
W: W is fine, I don't have many issues with it; it rewards smart play and all that -- BUT, it's too much of a safety net for Fiora, and makes her ALWAYS have the advantage when it's up.
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If she blocks a CC with it, end the effect immediately, instead of countering every other CC/all damage coming her way (making her invincible to focus).
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Make a small window BEHIND Fiora, where she can still be attacked.
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Instead of having her stun you forever and a half because you rooted her, have the duration of her stun be equal to the duration of the CC incoming.
E: So, a free AA reset, a free slow, and a free crit -- all with extra AS. Sounds a bit dumb, huh?
- So, to make this ability fair, you have to either remove the AA reset, the AS, or the free slow. Removing any one of the three will make this ability much, much more tolerable, and removes a lot of her ability to beat your face in without even looking at vitals (wasn't that your goal, Riot?).
R: So, her ult is mostly fine. It rewards her for being able to out-position and out-play an opponent, but it's too easy to hit all the vitals. During her ult, her vitals deal true damage, unlike her passive, which is magic.
- Remove the constant MS bonus while near the target (you still gain MS per vital though).
Those are my ideas on how to balance Fiora, and make her fun (and possible) to play against with anything that isn't a super tank (Mundo, Tahm, etc).