A way to possibly balance Annie without damage changes.
When I say "balance", I mean adding in more potential counterplay since
is notoriously known for that regardless of role/lane.
The possible solution(s), revolve around her passive and abilities.
First off, her passive: Pyromania, applies the stun equally throughout all of her abilities (excluding Molten Shield). The first possible step would be to lower the stun time on her Q: Disintegrate. Why? Considering this ability is literally point click and has no chance of missing,
is able to zone out opponents just from having her stun up, since Disintegrate is point and click. The probable stun time would be around 0.5, 0.75, 1.0 (still scaling). That way she still retains a way to catch an escaping enemy or offer poke without being overwhelming.
The main reason why W: Incinerate and R: Summon: Tibbers do not get lowered stun times is because they have the chance to miss.
The other ability that could be tweaked would be her ultimate Summon: Tibbers. The main reason why this ability is considered as unhealthy is because it is instant, and honestly not that hard to miss if you use it with
. My proposal for this is for Annie to have sort of a cast time on this ability, not a channel, but have it to where she actually throws Tibbers to the location. It could have the cast time of about 0.5 or 0.75 seconds. The ability could possibly have a small amount of increased range. The reasoning behind this is to give counterplay to the ability while also retaining Annie's engage potential, since right now it is nearly impossible to counterplay a Flash Tibbers engage.
W: Incinerate could potentially have a short cast time of 0.25 or 0.5 seconds, but it's arguable.