Fiora Gameplay Concerns
I have been playing a few Fiora games today and have noticed some significant weaknesses in Fiora's Kit that I want to be looked at and be considered for some buffs.
1. Lunge(Q) RANGE: 400 COST: 25 / 30 / 35 / 40 / 45 MANA COOLDOWN: 18 / 16 / 14 / 12 / 10 PHYSICAL DAMAGE: 65 / 75 / 85 / 95 / 105 (+ 55 / 70 / 85 / 100 / 115% Bonus AD)
This ability allows Fiora to dash in a short distance in a target direction, and if an exposed enemy champion is nearby said target location lunge prioritizes the champion. The issue I have with this ability is that this is considered her most versatile ability. It is a gap closer, escape tool, and damage tool. The problem is that it has very little presence as a damage tool. While the %Bonus AD ratio goes up by 15% per level, it only deals 10 extra damage. The old Lunge had 25 more damage per level, and while the new Q shares similarities the damage is extremely underwhelming. [Recommendation]: Buff the base damage.
2. Riposte(W) RANGE: 750 COST: 50 MANA COOLDOWN: 21 / 19.5 / 18 / 16.5 / 15 MAGIC DAMAGE: 90 / 130 / 170 / 210 / 250 (+ 100% AP)
I completely understand that this ability is supposed to be Fiora's bread and butter outplay ability. It can debuff attack speed & movement speed of an enemy champion(assuming you land the stab) and can block all incoming crowd control effects for .75 seconds. The huge problem i have with this ability is that it renders Fiora completely useless when it goes on cool down. The cool down for this ability is extremely high and requires fast reflexes which I understand completely. However, Fiora is still gonna suffer through trades with other champions who have a shorter CC abilities(i.e such as Riven, Udyr, Renekton etc..). This is just like the old Riposte but with a more punishing cool down. I mean the old Riposte had a 10 second cool down at level 1 rank. while you can say that this new Riposte has more utility and out play potential, you weren't punished as hard with the old Riposte assuming they baited you into using it. [Recommendation]: Lower the cool down duration
3. Bladework(E) MANA COST: 40 / 45 / 50 / 55 / 60 COOLDOWN: 15 / 13 / 11 / 9 / 7 SLOW: 25 / 35 / 45 / 55 / 65% CRITICAL DAMAGE: 140 / 155 / 170 / 185 / 200% ACTIVE: Fiora gains 50% bonus attack speed on her next two basic attacks. The first attack cannot critically strike but slows its target for 1 second, while the second attack critically strikes for modified damage.
The only thing I wanted to note here was the slow. Wouldn't the slow count as an on-hit effect? If so why doesn't it interact with her Q(Lunge)? When I read this ability it made me believe the first auto attack was an on-hit effect while the second auto attack was a guaranteed critical strike. I tried to perform a E-Q combo applying the slow with my Q and then landing a critical strike on a vital. This could be just my misunderstanding of the ability. [Recommendation]: Assuming that the slow is an on-hit effect, make it apply to Lunge.
4. Grand Challenge(R) RANGE: 500 / 600 COST: 100 MANA COOLDOWN: 110 / 90 / 70 HEAL PER SECOND: 80 / 110 / 140 (+ 60% Bonus AD) BONUS MOVEMENT SPEED: 30 / 40 / 50% ACTIVE: Fiora targets an enemy champion, highlighting all four of their Vitals for the next 8 seconds. While Grand Challenge is in effect, Duelist's Dance does not identify new Vitals on its target. If Fiora is able to attack all four or if she attacks at least one before her target dies, she creates a victory zone that heals her and allied champions within over the next 5 seconds.
This isn't too much of a problem but just my personal opinion. I feel like the victory zone isn't that useful when stuck at the champions grave. I think it would be a pretty good idea to make the origin of the victory zone on Fiora. The reason being is that a team fight is not going to be at a fixed location. I would like to think about this like Maokai's vengeful maelstrom. Some people would probably think of this as a bad idea because Fiora would have incredible sustain for five seconds not to mention she will buy life steal items. Well my response to that would be Fiora's Blade Waltz made her completely untargetable, dealt disgusting amounts of damage, and damn near fully regenerated her if she had life steal. Still think this is a bad idea? The main reason I wanted to share this idea is because she has no form of invulnerability like other melee carries(i.e Tryndamere's Undying Rage, Mater Yi's Alpha Strike). [Recommendation]: Make Grand Challenge's victory zone centered around Fiora like Maokai's Vengeful Maelstrom.
These are just some things I had concerns about. What do you guys think could make her kit better as a whole?