Suggested fizz tuning and changes.
"But fizz is always broken" "He's OP" "He just got reworked and you're already asking for changes? GG" (apparently reworks means buff for a champion now?)
No. Fizz right now is not in a good spot with the rework. Granted, initially I thought riot did a good job but, I guess alot of things look good on paper. Turns out the 2 second delay on his W was infact not a good change in the least.
Don't get me wrong, I'm all for "delayed damage" to give other champions some counterplay to champions like LB and zed. However this only works for them, not fizz. Now of course, you could say I have no idea what I'm talking about and say "fizz is broken wtf noob" but this time I have better backing! Fatefalls.
On stream he's reviewed the fizz rework and said he's completely non viable in high elo now, the delayed damage on his W is not right, and that fizz's only use now is to get atleast 4 items and just attempt max range ults for "ok" damage.
I think though that the rework was in the right direction at the very least. With that, here's my suggestions:
As the "Tidal Trickster" fizz should be a hit and run champion in the first place. Not someone who runs around waiting for a mark to proc.
W
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Remove the "triple damage for hitting a mark" mechanic and make all of the damage upfront.
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Increase the Scaling. I would increase the scaling another 50% or more (this has a purpose that I'll talk about with his E). If early game scaling is too scary with that sort of ability then add a scaling to the scaling. Either make the AP scaling increase with ability or champion level, or add in a scaling that gives you 10% increased AP scaling per 100 AP, or something similar.
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Base damage should also be increased.
E
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Lower base damage, scaling, mana, and Cooldown.
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This ability should be focused towards utility and mobility, not a primary damage spell.
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Increase the range of the dash as again, this should be a utility and mobility focused spell, not his best source of damage.
R
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Either increase the missile speed of the shark or increase the short range damage. It's just such a slow moving and noticeable ability that those max range sharks are super hard to hit, even if you have the vision advantage.
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Change the mark mechanic to interact with the shark:
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Fizz's sea stone trident mark remains on a target for 7s after fully stacking. (2 versions of this) If the shark latches onto a marked target, the damage is increased by 50%. If the shark latches onto a marked target, the shark instantly grows to full size.
The basic premise of this idea is to really fill the role of a hit and run champion that fizz should be. Enough damage to hit hard when he hits but also not quite enough to 1 shot people with no counterplay, all the while running around on the outskirts of a fight waiting to go back in or even potentially start/finish the fight with an ulty.
EDIT- For reference for those who don't know: Fatefalls is a high elo fizz main that has played in Masters, and is consistently in high diamond. He knows everything about fizz and whether or not the champion is viable and Riot themselves have also used his input as a driving factor behind how fizz is changed.