Balancing fizz

BuzzinTate··1 votes·453 views

What are your thoughts?

My thoughts:

option 1 Remove damage from playful trickster, its already granting immunity, mobility and can leap over walls

option 2 make it so playful trickster is only immune on the first half of the cast, and grants a shield for the second

option 3 change it so playful trickster is the same, but only immune when jumping towards his ult

7 Comments

l Mamba l 241 votes

gameplay for bronze never fails

BuzzinTate1 votes

[{quoted}](name=l Mamba l 24,realm=NA,application-id=3ErqAdtq,discussion-id=IBLEKhYW,comment-id=0000,timestamp=2015-08-23T01:05:34.778+0000)

gameplay for bronze never fails

eh? its not just for bronze, fizz is seriously one of the most unbalanced champions

ChaosThief1 votes

Probably remove the slow on the playful/trickster, plus part of the base damage of the passive of his W.

Nekusen1 votes

1- lower base damage from abilities & increase AP scaling -- This will hit tank/bruiser and AD builds

2- removing immunity from trickster & increase cooldown. -- The ability is just overloaded, it gives gap closing, disengage, walljumping, AoE damage, immunity

Leeerzeichen1 votes

His e is balanced BECAUSE it is overloaded. His e is basically his entire kit. Every other ability is weak. Passiv: ignores unit collision + a little bit less damage from AAs <== a generic "we need a nice to have, but nothing powerful" passiv. Q: low range, low damage, single target, not reliable. Basically every comparable ability (irelia: longer range, reset on kill; diana: longer range, higher damage, reset on q; yasou: no cost or cooldown) is stronger. Only two things make this ability at least not useless, the on-hit proc and the fixed distance. W: just a AA modifier, again basically every comparable ability is stronger (kayle: range, damage, aoe; kassadin: mana sustain; ekko: shield, aoe slow, vision and stun). Again only the %missing hp dot prevents this ability from being completely outclassed.

So we have now 3 abilitys, but still no: cc, waveclear, burst, escape, poke, longer range engage or good defense ability.

And because his e has everything except poke let's add high earygame cooldown and super high mana costs. You can't save your e as disengage or dodge if your want to burst somebody down, you can't waveclear if you are low. It would be a huge buff for fizz, if they would shift the cc, waveclear, burst and long range engage component to his other basic abilities

Blastumz1 votes

Choose a decent CD length for his E. E no longer effected by CDR. ez

Sohleks1 votes

I'll play.

I'd actually choose option 1, although it'd suck for clearing waves, as I prefer W max with attack speed- feels more fluid having strong autos and using E for its utility.

The current nerf for W does make sense though... because W ranks scales the damage up in 3 ways; active on-hit, % missing hp bleed, and base dmg of the bleed. It's too much... like, I rank it up early as AP fizz often... This nerf will cut down on lane cheesing Fizz is good at.

Removal of physical damage 20% multiplier from shark will hurt significantly. This greatly cuts down on fighter fizz's late game damage. Probably won't see it professionally anymore although Fizz may still function killing squishies. Unfortunately the loss of physical damage amp also impacts AP fizz's level 6 powerspike, even without flat AD masteries, a possible sheen, and hybrid pen runes I prefer to run for early game. I would suggest increasing the magic damage amp to 25% to compensate that.

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