Would the game be better if fizz was just deleted

Nomad Sol··6 votes·250 views

Alot of people hate yasuo but alot of people love him too. I think pretty much everyone hates fizz and hes always been a problematic champion, building tank at least a few months every season.

Serious question, dont you think the game would just be more enjoyable for all without him.

8 Comments

MrHaZeYo4 votes

I like Fizz.

archerno13 votes

A lot of people hate Fizz because a lot of people are in Silver and Bronze (70% of playerbase total). And Fizz works great against unskilled players. But not everyone hates Fizz, i prefer laning against Fizz than against Kassa, Vladimir or Swain.

BALDG1VEN BOOMER2 votes

Get rid of the E, then maybe I'll have more fun

HalcyonDweller1 votes

It's a bit presumptuous to speak for everyone saying we all hate fizz. Plenty of us like him.

I wouldn't be opposed to the champion getting changed to give his opponents more counterplay to him, but I still like his current kit (except maybe the ult) and I most definitely don't agree with the idea of just deleting him.

Penns3 votes

Im curious what people mean when they say "more counterplay"... to what? His passive is basically nothing, his W either does 0 damage or needs 2 seconds to charge up, his E dmg can be outplayed/dodged, his ult is one of the slowest skillshots in the game and had its hitbox nerfed multiple times, and even his Q is dodgable https://i.gyazo.com/9c649d67c685d75f93ce5a4891086cba.gif

HalcyonDweller1 votes

Of course!

I mean interaction or ability to react.

For example, Maokai (who I love both pre and post rework) had his saplings changed so that they apply a DoT if they hit an enemy after being in brush.

The sapling toss ability was fun even pre-rework. Adorable little minions run at the enemy and blow up on them. Cute, fun, cool.

Problem is, the opponent's only three means of interacting with the skill are as follows; outrun it, use a minion or another champion to take the hit for you, or take the hit yourself.

Adding additional DoT damage to the skill is cool both mechanically and thematically, however the opponents do not get any additional ways to interact with the skill besides just "avoid it" to counter that increase in power.

lets look at two changes to sapling toss' counterplay / interactivity:

Changing it to frontloaded damage, ie: burst damage when it detonates. This would be worse for the opponent wouldn't it? They get less time to react; to apply shields or try to heal up to counteract it.

Gating the DoT behind another spell hit, or using an effect that benefits Maokai, but does not hurt the enemy. This gives the enemy more avenues of counterplay after the ability lands, they can try to kite him away and avoid fighting him or they can cc him and try to burst him.

#My point is that the more choices players have available to them when dealing with a mechanic or champion, the more "counterplay" it has and the more fair it feels to them when it is successful; because they could have done something about it but failed to do so.

Penns1 votes

Well.. isnt every single spell spell being unreliable and dodge/outplayable enough counterplay tho, especially on a 100% melee champ minus his ult?

What type of change would you give him for example?

HalcyonDweller1 votes

For the most part yes, but targeted abilities are generally harder to counter.

Fizz? I have no idea, I haven't put much thought into it yet. And I don't think he's much of a problem anymore, maybe before the assassin rework, but now it's not as much of an issues.

Maokai? I'd gate the power of his DoT by requiring him to auto-attack (or maybe land a spell) the enemy to unleash the full effect. I might even replace the dot with free proc of his passive to better emphasize his sustain / tanking ability.

More from Gameplay

More by Nomad Sol