Suggested Fizz changes to tune him better.
Based off of my experience here's the changes I think would work: (Normally I'd provide my point of view as to my reasoning behind all of the changes bur its late, and I'm exhausted)
Up the base armor and remove the passive.
Passive: Damaging an enemy with Seastone trident or Chum the waters lets fizz ignore a % of the targets total MR for a period of time. This could scale with level, or could scale with AP up to a cap like it should for an AP assassin. At the sacrifice of one of his major abilities he gains increased assassination power and would replace his ability to fight tanks like other assassins that he lost through the removal of the % HP damage from his old W.
Fizz's current passive lacks the power in the early laning phase where it's meant to be effective and only hits full power during the late game where its total power is non existent in relation to what you'll be facing. If you take out the scaling and give all the power up front then it becomes too strong, if you increase its scaling even higher it still won't stack up enough to matter. This ability should be removed period and be replaced with a fitting passive for an assassin.
W:
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Remove the DoT and add the raw power into upfront damage for the W. The best option to allocate the power would be to increase the empowered W from 3x to 4x damage.
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Auto attacking a target with a mark in the process of stacking will either instantly stack the mark or reduce the time for it to stack by a certain amount (which ever is more balanced). In exchange, the mark will last an extremely short time. If you don't attack the target with the stacking mark then the mark when fully stacked will last considerably longer.
Without a successful W mark fizz's current W can't do anything period which leads to some pretty awkward situations. Like not being able to finish off the enemy ADC that's at 5% HP because your normal proc does nothing. Point is, fizz needs a better gameplay style than AA/Shark then wait. With these changes he has better options. Got a single hit proc from shark or 1 AA? You can maneuver around or wait abit longer before going in so you can find a good opportunity. Want to get risky? Go in and AA your target 2 times so you can get off a quick W but if you fail to get your W off for whatever reason then the stack disappears almost instantly and you go back to trying to reapply it.
E:
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Take out some of the damage and scaling in order to give some balance room to add power to fizz's W.
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Clean up the character model hit boxes as he has weird inconsistent jumps with his E depending on how he's facing relative to the obstacle/terrain.
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Increase the range and maybe tweak some numbers to focus this ability towards utility rather than as a competing source of burst next to his W. The whole idea of a mobile slippery assassin comes crashing down once you realize that his primary mobility spell is mostly used for uncreative burst rather than living up to the name "Playful/Trickster".
R:
- Up the base damage. In terms of "damage" his old kit actually dealt roughly the same as it does now without the delayed playstyle and would allow him to do even more thanks to the synergy between his R lockdown and his on hit W if he was allowed to AA multiple times. If this ability is going to be a stand alone burst ability then at minimum it needs to deal as much as the old ult and then scale better then its current version at max range. The AP scaling is probably fine where it's at but the base damage needs a pretty good amount stacked onto it.
If it seems as though it's unbalanced then adding in a simple separation between the single target damage it deals to the champions it's latched to and the units in the surrounding area should work fine. Example: 100% damage to the affected champion but 65% effectiveness to surrounding units.