Fizz concerns, and suggestions to make him more balanced
Hello League community, (Go to the bottom bullets if you want to see the changes that I would suggest)(this article is a bit long) In the last patch Fizz (my main) was nerfed into enemy team freelo. I have been checking the win rates on fizz, and he is below 45% sometimes even below 41%. I think this is because his trading potential in lane was hit hard with the nerfs on his q and the changes to his w. Also if you miss your ult, it is extremely difficult to kill the opponent. Technically every champion should have a 50% win rate which is probably riots goal for balancing league. Theoretically, If every person on your team should has a 50% chance of being good or bad, and if there is 5 people on a team each person is designated a 10% out of a hundred to win; therefore your team has a 40% win rate without you, and you determine the last 20%. A 40% win ratio to me means that it is impossible to carry with that champion due to the fact that YOUR TEAM DOES ALL THE WORK WHEN YOU WIN. In the next couple of paragraphs I will state some of the combos available to fizz and why he has such a hard time winning and does negative damage in the early and mid game, then in the last paragraph I will highlight the changes that I would like to see on fizz.
Before the change one combo I particularly loved was that used my q in lane to harass as initial damage, then use my e in order to bait an escape, dodge an ability, or get the slow and damage, then auto-attack with w active/passive. This combo, in theory should also work post change; however, this entire combo could be dodged if you "missed" the initial q from an escape(this means that you have no damage on them and it would not ave dome much damage in the first place), then you have to double e on top of them, and then you have maybe a quarter of their health and no slow; you may want to activate w, but it still does no damage because they are still at three quarters health. As this happens, the opponent can already trade with you and you are unable to reply with more damage. To top it off, if they are a sustain champion like swain they can regenerate the lost health before you can trade again.
A more common combo that was awesome before the patch, was the LVL 2/3 cheese strat. This is where you would bait out a skill shot from your opponent and dodge it with your e, then w active then a couple of times before running away. when LvL three you could use your q as an escape or more damage. This was also nullified as this strategy relies on the damage in the w, which is gone in the new patch. This strategy was very important in the laning phase due to the fact that he needs to be able to make the opponent slightly wary of him as he has no ranged harass, or ranged csing skills.
The last combo I will be highlighting is his ultimate ability in the phase between lvl 6-11 when you max R,E,Q,W. If you hit his ultimate it gives a, quote massive unquote, debuff that allows fizz to do 20% more damage to the opponent. Theoretically, if you hit his ultimate you can burst them down will all of your abilities; However, this is not necessarily true. Lets say that you hit his ultimate, and you use your q as a gap closer and you hit them. this ability does maybe 200 damage they are at 90% health at this point in the game, probably less damage if you don't have a sheen. then as you try to e them, your most damaging ability, as the shark is on them, when they FLASH/ESCAPE OUT OF YOUR E RANGE. At this point you have your 20% debuff which has a shorter cooldown than your q ability(can't damage them again with it) and your w damage that may still be going on, and your e is on cooldown for longer than the debuff and did no damage. The opponent may be at 50% health and your full combo is over. At this point you have to trade hits with your opponent as you auto them and it is a skirmish to see who can dodge more abilities. This combo defeats the purpose of fizz as he is an ASSASSIN and is supposed to be able to ASSASSINATE the carry. This combo issue can also be applied to teamfights.
The following suggestions are what I would like to see on fizz in the future.
-change w back to the way it was (with or without grievous wounds) This will help fizz come back in the laning phase due to its early game damage, like the combos above, and it will add to the low damaging Q. I know that the original change was to prevent the mindless WQ all the time, but its just a suggestion.
-make his ult into a smaller ability on a lower cooldown (from 100,85,70 to about 95 75 55 with less damage maybe? or less CC?) If fizz could apply the debuff more often but have it harder to hit, it would significantly improve his quality of life, and would make him useful in initiating teamfights because he is not as stressed to hit his difficult skillshot to get a kill.
-make is q into a skillshot I have heard this suggested by many people, but I do not think this is a good change as it will add TONS of mobility to fizz. However, if the q did have this it would make hitting his shark easier, improve his laning phase to be OK and if you dont hit it, you can still use it as a way to position for his e and it didnt do much damage in the first place.
-Make his w ability "enchant" his other abilities, as well as a small passive damage over time on his autos (adds grievous wounds and bonus damage to q, enhances auto attacks(if other abilities were not used), adds a duration on pole or enbiggens the slow or waterlogs the area with a small temporary slow radius, and lastly enhances his ultimate with a slightly longer knockup or make the enemy have a fear that forces them backwards with the same amount of slow as normal(due to a shark coming)(kind of a reach here).) This suggestion is by far the most radical idea to place upon fizz; however, I think it would be the coolest and would make his w more of a situational ability that can you can choose what it will do. This solves the issue of only Qing when W is up because you might want to use it after for the auto attacks, or maybe you need the grievous wounds to counter the fidds or swain or a small harass in the laning phase, or maybe you want the slow on his E for a team fight or escape, and lastly if you need to isolate a carry better you would use it on your ult. In the end this suggestion probably will not be applied to fizz because of the amount of stat changes and stuff that might need to be implemented and tested; however, I would like to see it applied on a new champion if anyone sees this.
-The last suggestion I can think of is reverting Fizz back to the way he was. I had spent hours upon hours training my fizz skill to the point where I was able to play at a level where I could climb the latter, instead of falling. These changes make it extremely difficult and UNFUN(its a word) to play and forces me to change everything that I had worked so hard to achieve. I honestly do not want fizz to be reverted as it would be kind of trippy if they added then deleted; however, I really do not want fizz to stay the way he is now.
Thank you riot and League community for listening to me and my suggestions. (posting as Frostbite83/Also Hextech FIzzisc)