Fiora counterplay?
I feel that Fiora has little counter play to her kit. The only real counter here is jax, as his w stops her ult. I feel that her ult is just to strong for laning phase. At level 6, if she has minions at the enemy tower, she can turret dive with little chance of dying. Her ult resets tower aggro, and her opponent can do literally nothing except maybe life steal off the minions and hope she gets targeted by the tower when her ult is done. I also feel that she snowballs off the littlest of leads, while other champions need some more farming or an objective to get to that level. I think that her ult needs more counter play and that it should not proc ravenous hydra, and should only do base damage. Also her attack speed buff she gets from her kit is too strong for tower pushing as well as the amount of attack damage she gets from her w. The early damage she gets from w is too high, but late game in team fights she can locked down, but the early damage I feel is too high, it is like her starting with two long swords without doing anything for them except clicking a button. I also feel that she should only get 5 damage at rank 1 w, but then leads up slower to the original damage at rank 5. This will create more counter play for her early damage as well as keep her strong for the late game.
All in all, I believe that her w needs to have less passive attack damage for the first 3 ranks but then goes up to what it would be at rank 4 and 5. I also believe that her ult should not proc on hit affects such as ravenous hydra and blade of the ruined king and red buff. Her ult is meant for AOE damage, why should you give her free damage from those on hit items and buffs when she is immune to most damage. Yes hourglass is a great counter item but you have to get the gold for that. I also believe her q should only be able to be used on the same target, ie: If she Q's to a target and successfully hits the target, she then can use Q again.