Miss Fortune Analysis + Suggestions
Hi my name is Xenoproboscizoid and I'm a great fan of Riot's devotion to champion design and kit balance/synergy. As such, I'm sure MF's kit is something they've already got on their plate, but I thought I'd put up a few suggestions for general feedback.
Hypothesis: poor kit synergy leaves MF with an unclear role in both lane and teamfights. Skill Analysis: Double up: Double up is a spammable, low CD poke skill designed to zone enemy ADCs by punishing their approach towards the creep wave. The main problem with this skill is that it's extremely difficult to hit, and even if done correctly the damage is underwhelming (compared to Lucian's Q, which deals about the same damage, is much more reliable to hit, can be applied to the primary target, and is generally followed up by a double auto attack which dramatically boosts the skills effective damage and utility). What makes this skill difficult to land is its curious targeting priorities. Double up will only prioritize champions over minions provided they already posses a stack of impure shots. This implies that in order to maximize your chances of hitting the double up shot, you must already be in range of landing a normal auto, which is your only pre-six means of applying impure shots. However once you're at this range, it defeats the purpose of the double up in the first place, which is to poke, rather than trade. If you choose to simply cast the primary double up shot on your target, you'll give yourself something in the ranges of a 10-50% damage boost from your normal autos which is pitifully underwhelming when compared to the primary hit of lucian's q followed by his passive double hit (look at it this way: even if lucian misses, he'll still out damage you with his passive alone). In team fights, this ability offers very little utility. Its ability to hit past the enemy's front line is useful, however due to MF's lack of kiting ability she'll only be likely to get off one shot before she has to focus on whichever assassin/bruiser has descended upon her rather than on poking the back line. The one saving grace of this ability is that it applies impure shots, implying that should you actually hit the ability, it will give a minor head start in stacking up impure shots in the proceding trade. Keep in mind that this requires you to gap close to your double-up'd target, a task MF has significant difficulty in accomplishing.
Impure shots: Impure shots feels like a core element of MF's kit. It gives her a moderately unique stacking interaction the flourishes best with the ability's active attack speed increase. It's somewhat difficult to guage the effectiveness of impure shots, so I simply tallied the total extra damage one would deal by achieving all six stacks (level 1 bullet time). At lvl 1 bullet time (6 stacks) you will have delt a total of 126% bonus damage over the course of landing 6 autos on the same target. This effectively means that after six consecutive autos, you did slightly more than one autos worth of damage. While it is true that the damage will increase by another 36% per auto after the sixth, this is all under the assumption that you've managed to land 6+ auto attacks on the same target with <5s (the duration of the impure shots debuff) between each auto. Landing this many autos on the same target is a daunting task even for dueling/assassin adc's like Vayne, whos kit is designed to persue (tumble + passive movespeed), subdue (condemn), and evade (tumble + ult stealth) a target long enough to score that many hits. Where vayne's kit is designed for landing consecutive autos on the same target, we can obviously see that MF's is not. Her only means of chasing a target is with her AoE slow, Make it Rain, which is terrible in a drawn out chase due to its long CD, and highly insubstantial (until later levels) slow. Additionally, the duration of the impure shots "debuff" is highly debilitating since, if she actually manages to kill her primary target, she'll have to start the whole process over on her next one.
Make it Rain: Make it feels like a filler skill. The base damage and AP scaling aren't remarkable considering it's a DoT effect, and until later levels the slow is near useless.
Bullet Time: Bullet Time is another hallmark of MF's kit. It deals ok damage, which is split between the physical base damage and the stacking magic damage from impure shots. In terms of her kit's uniqueness, one of the primary features of this skill is that it stacks up impure shots on multiple targets, which gives MF the potential to pick any one target and start landing advanced stack damage rather than working from the ground up with basic autos. Unfortunately, due to the duration of the impure shots "debuff" (~5s) its likely MF will only be able to pick one target onto which she wishes to sustain her stacks. Additionally, It bears mentioning that due to her lack of gap-closing, it's highly difficult (unless her passive is still active) to get close enough to auto ulted targets
Kit/role analysis: At this point we can start to question where MF stands as an ADC. She's not that good in a chase/dual since her passive movespeed dies off when she takes damage and her Double-up is terrible in a 1v1 or even 2v2. Her lack of sticking power makes it highly unlikely for her to take advantage of the already non-impressive stacking damage from impure shots unless her targets are running towards hers. If this is the case then it's likely an assassin approaching, in which case their front-loaded damage will prove far superior to her building damage, or its a tank/bruiser in which case she has a chance to get her stacks up, but her ultimate lack of escape and CC will likely prove to be her downfall. MF has slightly greater impact potential in team fights, where her AoE ult can put down a decent chunk of damage. Before or after her ult however, MF has extremely weak teamfight presence due to her need to build up her damage without any kiting elements in her kit.
Suggestions: As I've stated before, I feel that MF's uniqueness revolves around her impure shots stacking. The shortfalls of this mechanic that I've called to attention above are:
- low sticking/kiting potention makes it difficult to effectively stack up.
- low duration of impure shots "debuff" makes it impossible to maintain her optimal flow throughout a prolonged fight; after each kill her damage will reset to "base" once she switches to the next target. Her other pitfalls:
- Double up can't used much in team fights and highly unreliable in lane.
- Make it rain has insubstantial damage and slow.
Here are my suggests towards improving the cohesion of her kit:
- increase the duration of the impure shots debuff by at least twice. This will reward players further for landing her ult on multiple targets by allowing her to maintain a snowballing presence throughout a teamfight rather than sputtering out after her first kill.
- swap her passive such that her movement speed increases IN fights rather than outside of them. As she takes/deals damage, increased speed will not only give her a kiting mechanic, but it will also help her stick to targets she wishes to maintain stacks on.
- Apply impure shots stacks with make it rain. This will force a function similar to that of her ult though with a much shorter CD and lower damage. Applying her stacks quickly to targets in her Make it Rain AoE will give MF much greater dueling potential while much increasing the threat/power of her most underwhelming skill.
- this change is one I'm less confident about, but it might be interesting to experiment with a minor self push-back with the use of double up (similar to Caitlyn's 90 caliber net). This would give MF some solid kiting potential, much increasion double-ups teamfight viability. In addition to basic kiting, one could also imagine sustained use of this ability throughout a teamfight to continuously land harass on the back line.
These would be four rather hefty buffs to MF's kit, and therefore would likely have to be accompanied by tweaks to other areas, but I feel it would give her a much more solid position place in the League while still maintaining her uniqueness as a champion.
*
stats with this full build
HP: 3615
AD: 311
ARP: 10+shred
Armor: 73
MR: 85
CDR: 10%
+25% Crit (and IE's bonus)
**and this is only base stats, not counting any buffs your team might have!. **