Miss Fortune (Rework Suggestions)

Aesmis··1 votes·508 views

Let's face it. MissFortune Is in a pretty weird place right now. She's seen minor updates in the past, but a lot about her kit is still just very...weird. I have a few potential suggestions to help bring her up to snuff with other popular Marksmen champions.

Strut (Passive): Current:

  • Currently, Strut gives MF flat movespeed after 5 seconds of not being hit, which scales up to 70 movespeed after 5 seconds. Overall, this passive is fine, but I think a percentage-based boost would open new synergy options and really help develop the passive into something impactful.

Reworked: My suggestion is to change the movespeed boost into a percentage based increase, rather than flat, and to change the passive so that (like Garen) it only toggles off if you're damaged by a champion. With my proposed rework, her passive would be something like this:

  • (Strut) Innate: Miss Fortune gains +5% movement speed after not taking damage (excluding minions) for 5 seconds, which gradually increases to +20% movement speed over 5 seconds.
  • 20% may seem like a lot, but in reality, this change would only give her a few more points of movespeed. With Berserker Greaves on, MF has 370 movement speed. With Strut fully ramped, she has 440 movespeed. With the suggested change, she would go from 370 to 444 movement speed with Strut fully ramped. Tiny tiny buff, but still significant enough that I bothered typing all that up.

Double Up (Q): Current: Double Up is sort of a quirky nuke shot that can damage two targets, dealing much more damage to the second. Like a lot of what I'll be addressing, it has some weird quirks that I think could use tweaking, while still preserving the skill's uniqueness.

Reworked: First off, Double Up is very strange in that it's a primary nuke for a Marksmen, but it has an AP ratio. While it technically opens up build diversity, it's to such a small degree that I think it's mostly just unnecessary. The skill is (compared to all other AD carries) most similar to Lucian's Q, so those are the ratios I'll be examining. *FIRSTLY: I suggest the AP ratio be completely removed, and that the AD ratio should rise accordingly. The base damage should also increase slightly to put it more in line with other Marksmen. The reworked damage would look like this: FIRST TARGET PHYSICAL DAMAGE: 30 / 45 / 60 / 75 / 90 (+ 95% Total AD) SECOND TARGET PHYSICAL DAMAGE: 60 / 90 / 120 / 150 / 180 (+ 110% Total AD)

*SECONDLY: I suggest that Double Up change the way it functions slightly. Instead of determining whether the second shot is fired at all based on if an enemy is appropriately behind the primary target, I suggest that instead, the projectile acts like Kalista's Pierce does upon killing a target. After striking the chosen target, the bullet would pierce through them and travel like a skillshot to the end of the skill's normal range, potentially striking a second target before stopping. This would make the skill more of a consistent danger, as the enemy support would have to be wary of standing directly behind their carry for body blocks. It would also allow MF to potentially farm while harassing or harass while farming, giving her an interesting edge.

Impure Shots (W): This skill is basically fine as far as I'm concerned. I wouldn't change much, if anything.

Make It Rain (E): Current: This skill is just straight up weird. It does magic damage and scales with AP...yet it's on a Marksman. Same complaints as Double Up, really.

Reworked: This one is pretty straightforward. Cut the AP ratio from 80% to 50% and add a (30% AD) ratio onto it. The skill's damage without AP is absolute garbage, and an AP ratio that high really only encourages troll builds. Granted, the skill is more about utility than damage, but the damage should still be at least noticeable.

Bullet Time (R): Current: This skill is....underwhelming. It does physical damage based off of AP, and applies Impure Shots, dealing magic damage based off AD. Very weird. Neat concept, but better in concept than in practice.

Reworked: Currently, it has a 20% AP ratio per wave of shots. I suggest we just turn that into (+20% Bonus AD). There's really no reason for a Marksman's ult to have no AD scaling whatsoever.

** Thanks for reading, let me know what you guys think!**

6 Comments

disregardable2 votes

Please don't change my main. She's not in an odd place. Her kit is strong and viable as it is. Non-ADC mains may not have seen this, but she's been creeping back into the meta. She's a bit of a jack of all trades, fairing well in almost every match up. Just look at her rates compared to every other adc on lolking.

Aesmis1 votes

Nothing I suggested would change her kit much...I mostly want to reduce the number of awkward AP ratios she has.

FyshinaTux1 votes

Just give her flash on a .5 second CD, but it's only usable when minions are nearby, give her a targeted slow, give her an AoE execute ult, maybe a knockup on Q, AD Steroid for 20 minutes after she ults, and a slightly stronger AS Steroid on her W...

Fixed.

Amidoinitrite?

Aesmis1 votes

Nothing I suggested was even remotely close to that.

0/10 don't troll again

FyshinaTux1 votes

My apologies if the sarcasm was missed, but I wasn't making fun of your suggestions for MF.

I was making fun of the fact that she's an immobile ADC in a game of overloaded kits and mobility creep; thus, of course she's in a bit of a weird spot, and there she will stay until they either severely boost her power, or rework her to have a LOT more in her kit than just a troublesome bouncey-shot, AoE (fairly weak) slow, AS/onhit W and AoE ult that scales with a stat she doesn't build...

In short, I'm saying that I'm not fond of Riot's overall champion design as of late.

On a side note, I'm quite fond of MF, she was my first ADC, and still my best ADC.

Khell DarkWolf1 votes

She is in the most balanced state she has ever been.

Seriously, don't give them any ideas to bork something that already works.

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