How to balance fiora!

1995 2017RiP Eva··3 votes·318 views

Duelist's Dance EFFECT RADIUS: 1200 ANGLE: 90° Duelist's Dance INNATE: Fiora identifies the Vitals of nearby enemy champions, marked as an arc around themselves. Vitals take 0.5 seconds to identify and linger for 15 seconds. After a Vital is triggered or times out, Fiora identifies a new one on her target. Duelist's Dance 2 Basic attacks and/or damaging abilities against a Vital deal 2% (+ 4.5% per 100 bonus AD) of target's maximum health as bonus true damage, heal Fiora for 30 - 115 (based on level) and grant her 20 / 30 / 40 / 50% bonus movement speed that decays over 1.75 seconds.

One nerf would be No longer heals! i dont know why fiora have a tripple passive...damage? check MS? CHECK healing? Check...No how about healing removed so you can actually bully her out of lane...

Lunge TARGET RANGE: 400 COST: 20 / 25 / 30 / 35 / 40 MANA COOLDOWN: 16 / 14 / 12 / 10 / 8

Mana increased to 20/30/40/50/60... I dont know why an escape tool and a harass tool cost so little mana.....

Riposte TARGET RANGE: 750 COST: 50 MANA COOLDOWN: 24 / 22 / 20 / 18 / 16 Riposte ACTIVE: Fiora poises to strike in the target direction and then enters a defensive stance, parrying all incoming non-turret damage and hostile crowd control effects for the next 0.75 seconds. After the duration, Fiora stabs her sword forward, dealing magic damage to enemies in a line. MAGIC DAMAGE: 90 / 130 / 170 / 210 / 250 (+ 100% AP) The first enemy champion struck is also Slow icon slowed and Slow icon crippled by 50% for 1.5 seconds. If Fiora parries at least one immobilizing effect, Riposte Stun icon stuns the target for the same duration instead.

One more good nerf would be- No longer slow the enemy Attack Speed

Badework COST: 40 / 45 / 50 / 55 / 60 MANA COOLDOWN: 13 / 11 / 9 / 7 / 5 Bladework ACTIVE: Fiora's next two basic attacks within 4 seconds gain 175 range and 50% bonus attack speed. The first basic attack can never Critical strike icon critically strike, but Slow icon slows its target by 30% for 1 second, while the second basic attack is guaranteed to Critical strike icon critically strike for bonus critical damage. 「 MODIFIED CRITICAL DAMAGE: 140 / 155 / 170 / 185 / 200% 」 TO 「 MODIFIED CRITICAL DAMAGE: 125 / 137.5 / 150 / 162.5 / 175%

A free critical should never hit for the full 200% (See shaco/xin/etc)

So this nerfs all together or some of them would actually balance fiora!!

I jsut when riot is gonna start actuallying balancing fiora..because lets face it fiora have enough things to nerf that would not make her useless but balanced so i dont know why riot is taking so long..

7 Comments

420 grams2 votes

That wouldn't balance her, you only gave her nerfs. She's in a perfect spot with clear counter play and high risk/high reward style.

IllegalBagel1 votes

Clear counter play?!?! I need examples.

420 grams1 votes

Passive: this is most of her damage. Protect your vitals in fights and you decrease her damage output immensely. Q: if it misses (like it's used as an escape or you used a dash to dodge it) it goes on a long cooldown. W: only stuns if you throw a stun at it. Has a long cooldown that leaves plenty of room to engage. It is also very easy to dodge. E: the damage comes from the second auto. Disengage the fight quickly and she can't utilize the damage. R: protect vitals. Disengage or keep one alive to deny her heal. Denying her heal in a team fight denies the only team fight oriented thing in her kit.

Shahamut1 votes

The onlyl thing you stated that I and many others agree with is the removal of the attack speed slow... the attack speed slow is too punishing for her not countering any kind of cc...

OR you could make it do the slows if she counters soft cc... either way.

Everything else is not as big an issue as you seem to make it out to be. She can still be bullied early, she is a carry so she does damage.

The one thing Im personally not a fan of is %max health true damage... her or vayne... I hate it :P Why cant it be %current/missing health true damage?

Critmaster Garen1 votes

{quoted}

The onlyl thing you stated that I and many others agree with is the removal of the attack speed slow... the attack speed slow is too punishing for her not countering any kind of cc...

but why dont you just sidestep it? there is a 0.75 secnd animation time on riposte, followed by a relatively slow projectile.

Shahamut1 votes

cant always sidestep, sometimes she dashes with it to put it on you. My thing is, it already gives her a slow to chase/disengage, it shouldn't help her duel as well unless she counters the cc.

Thats just my opinion, and it feels bad when I dash through her as say, Renekton, but my hit box doesnt move till the animation is complete, and then the massive attack speed slow, reduces my dps a ton. Weaving autos is important! If you are an AA reliant champion, its obviously even worse.

Joxcab1 votes

She already is perfectly balanced. Is this a joke thread? Or is this just salt?

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