How Miss Fortune Feels [PBE vs Live]

Timesz·7/11/2015, 12:22:21 AM·5 votes·887 views

Introduction

So, Miss Fortune is receiving some slight changes with the addition of her amazing new model. I've played Miss Fortune a lot in both normal games and ranked games (Diamond level) and I always feel she's so close to being a highly contested immobile carry but a couple things just prevent her from reaching her potential. First I want to address how MF works, how her abilities feel compared to their live counterparts, and suggestions to help improve her.


Miss Fortune, the Bounty Hunter

Miss Fortune is a strong, savvy lass who deals high mixed damage. She has a high duel potential that is offset by her inherit lack of dashes or blinks. She has a high potential to be a part of the strongest ADCs but is held back because of certain elements of her kit not supporting her itemization or play style correctly, so we're going to take a look at her abilities.

  • (P) Strut Strut is a strong ability that helps Miss Fortune get to the places she needs, and enhances her ability to dodge poke abilities like Mystic Shot or Glitterlance. However, it disappears in most combat situations through abilities like Rammus' W, Annie's E, or items such as Sunfire Cape or Warden's Mail (the AS slow seems to remove Strut.)

  • It's a great strength, coupled with a terrible weakness which is fine. On the PBE Strut can be reactivated through Impure Shots, and is no longer removed by Damage-over-Time abilities such as poison, ignite, or immolation passives.

  • (Q) Double Up On Live, Double Up deals damage to a single target and bounces to another target behind it dealing +150% extra physical damage, while on the PBE Double Up is much the same but if the first target dies the second portion is increased again.

  • Double Up is Miss Fortunes special way early game to harass enemies and reset her AA animation. The changes on the PBE make an already strong ability early game even stronger by providing an incentive to last hit minions with Q. Double Up also has a noticeably higher chance to hit enemies directly behind it compared to Live, where it still feels slightly random. The changes didn't feel incredibly satisfying to put to work as there are very little opportunities to land Q2 on enemies in certain laning conditions and in general for skirmishes.

  • (W) Impure Shots Impure Shots is an ability with two portions: a one-shot wonder passive ability and an active that requires levels to be useful in. On the PBE, Impure Shots also re-activates Strut, but in most situations you won't be getting or feeling this effect in skirmishes as it doesn't make her immune to minion aggro.

    • Note: Impure Shots no longer applies Grevious Wounds, which signficantly reduces her early game skirmishing pressure. The re-activation of Strut, though nice, doesn't fill the void left by the healing debuff.
  • (E) Make It Rain This is the unloved the ability of Miss Fortune's kit. On live it takes too long to do damage, halts movement for half a second, and provides a weak slow in the early ranks, and doesn't have scaling of any variety. Just high base damage that is mitigated by a resistance you don't build penetration for. Later in the game it has flawed utility, where being held up ~.50 seconds can mean life or death as an immobile carry. The per-level gains are actually pretty amazing, gaining +55 Magic Damage/lvl, -1 CD/lvl, and +10% slow (Live) or +5% slow (PBE). It considerably increases Miss Fortunes clear and provides a strong slow at the later ranks that helps keep people in your ultimate longer.

  • (R) Bullet Time This is a pretty solid ultimate on it's own, but the lack of native AD scaling makes this ability feel weak in team fight situations where it's near impossible to get stacks on enemies prior to fighting. It also increases your Impure Shots passive stacks by 1 per level, which increases her damage output. It's also weird that the ultimate does physical damage +(APx.2) and magic damage +(ADx(.15xImpureStacks)). Again, Miss Fortune doesn't build any type of Magic Penetration so her ultimate falls off heavily the moment you level it up.


My Opinion and Suggestions

Strut on it's own I have mixed feelings about. The addition of it no longer being detoggled by DoTs is a great step forward, however, the chasing potential of this ability is still limited due to how easy it is to her passive completely and the lack of options and windows to make it more powerful.

Improvements

  • When Impure Shots is activated, let Strut's bonus Movement Speed reset upon being hit instead of being removed completely during the duration. This will enable opponents to still stick to you, but it'll also allow you to stick to opponents better.

Although I said Double Up feels like a great ability, it could use a minor improvement. Right now, Miss Fortune takes a long time to wind up her attack when she has high attack speed. So here's what I suggest:

Improvement

  • Double Up's cast time decreases with Miss Fortune attack-speed to make AA-Q-AA transition smoothly at all stages of the game.

Impure Shots feels like it gives too little per level and as a one-point wonder ability. This is mostly because the AD magic damage scaling doesn't go up with level, making this skill feel like "we get this skill only because we have to, not because we want to."

Improvements

  • Impure Shots CD goes down per level
  • Impure Shots no longer increases in mana cost per level
  • Impure Shots AD-to-Magic Damage increases per level (weaker in the beginning, stronger at the end.)

Make It Rain is a skill that just needs a little push to feel useful. Right now, it's utility is offset by the fact it leaves you helpless for .5 seconds to cast the animation, and the damage doesn't scale with AD which makes it a lackluster clearing tool later in the game. We do have a great step forward with over-all damage being dealt faster (2 seconds instead of 3) and the rank 1 slow being higher (40% instead of 28%)

Improvements

  • Make It Rain cast animation no longer interrupts movement. (We have the tech to do this, you guys did it with Lucian. You can do it with Miss Fortune.
  • Make It Rain now scales off bonus attack damage.
  • (Optional) Make It Rain deals physical damage.

Bullet Time is a mess of an ability. This is an ability you expect to use as a climax ability or the frosting to a cake of massive AoE damage. But it doesn't do OR feel like this. Infact, it's a glorified tool to apply your boring, if-it-wasn't-for-the-big-purple-text-I-wouldn't-notice-this-passive on Impure Shots to, what feels like, a single person. This is the most unsatisfying portion of Miss Fortunes kit. Her ultimate no longer scales with AD in a logical way as the AD scaling comes from stacks of Impure Shots which deals 15% of your AD (times your stacks) as magic damage, a component Miss Fortune doesn't itemize and ruining Bullet Time's ability to scale into a giant channeled late game damage dealing machine like it was before the W / R changes.

Like seriously. This ability is a channeled, easily canceled mixed damage impossible to itemize for to the point you don't want to use it later in the game because you actually lose DPS instead of gaining it since the damage is mitigated against a resistance you can't build against. (Magic Resist)

Improvements

  • Bullet Time now deals PHYSICAL DAMAGE per stack of Impure Shots.
  • Bullet Time also has a small innate .15% of total AD scaling.
  • Alternatively, the magic damage dealt by Bullet Time is also affected by Last Whisper. Anything to make this ability feel satisfying to shred teams with.

Changes Revised entire post. Fixed minor grammatical mistakes. Fixed minor spelling mistakes.

4 Comments

tboneski2157/11/2015, 12:55:47 AM6 votes

why not just make adc's do ad damage go figure dat one out instead of ap nonsense