Fizz’s ultimate mechanic is contradictory

KKJason·7/17/2019, 12:16:34 PM·4 votes·2,152 views

Just sharing my opinion, feel free to debate and discuss about it.

So, the mechanic of Fizz’s ultimate (in my opinion) is quite contraciditory. Fizz is an AP scaling melee assassin. As an assassin your job is to pick off the enemy carries. For a melee assassin to deal damage they must obviously gap close and reach the carry through CCs, shields, heals and etc. Now this is where I find Fizz’s ultimate mechanic very illogical. Fizz’s ultimate’s deals less damage and is smaller when travelling a short distance while when the ultimate travels a long distance it deals more damage and is a lot bigger. To which I find this quite absurd, for example if Fizz has vision advantage and is able to pick off an enemy by hiding in a bush, Fizz is punished for being close to the enemy. A melee assassin that’s close to the enemy should be rewarded and not punished. This makes no sense to me (imagine Talon’s Q doing less damage at melee range and more damage when leaping). I feel as if Fizz’s ultimate should be like Talon’s Q, where the shorter the distance the ultimate travels the more damage it does and the bigger the fish.

5 Comments

Darkdemon6537/17/2019, 5:57:42 PM2 votes

In terms of design, you're supposed to lead with the ultimate, close the remaining gap with either Q or E, and use either E or Q to escape.

KKJason7/17/2019, 12:26:10 PM1 votes

Thoughts?

Hayaishi27/17/2019, 4:05:44 PM1 votes

Yeah. Nothing about that champion is actually well designed.

AmazoX7/17/2019, 5:50:47 PM1 votes

Yeah but It would be too OP that way, simple as that.

Velasan7/17/2019, 5:57:15 PM1 votes

Fizz isn't well designed because he has way too much flexibility given the amount of damage he can deal, often leading to strange bruiser builds like in past seasons.

To answer the question though, it didn't always work that way, they changed the R precisley because it was TOO easy to just use his dash then point blank it into the enemies face. This lead to situations where if Fizz could jump on you it was always instant death, and given he has two ways to reach an opponent (besides just walking through a minion wave at them) he became extremely overbearing when ahead. It was done this way not for thematic, but due to balance issues.

And that in a nutshell has been Fizz's problem since forever. He is easy to punish early particularly while his wave clear is bad and he has to rely on auto attacks, but if he gets ahead during that time there is almost nothing the opponent can do to interact with him. If he's behind he will do almost nothing, if he's ahead he can almost solo your entire team by himself because he does a ton of damage and no one can catch him.