[Ability Suggestion] Fizz Playful Trickster rework

Trebbi··6 votes·1,772 views

ACTIVE: Fizz hops onto his trident towards the target location, when standing on top of the pole Fizz will nullify crowd control effects and reduces incoming damage, halved against turrets for 0.75-1.25 seconds and gaining the ability to use Trickster at no additional cost before the effect ends.** If Fizz uses trickster after 0,75 seconds, he splashes onto the ground below him, dealing magic damage to nearby enemies and slowing them for 2 seconds. **ACTIVE: Fizz hops off from his trident to the target location, dealing Playful's magic damage to nearby enemies. 「 DAMAGE REDUCTION: 50 / 55 / 60 / 65 / 70% 」 「 TURRET DAMAGE REDUCTION: 25 / 27.5 / 30 / 32.5 / 35% 」 Changed how long he can stay on the pole to 1.25 seconds up from 0.75 seconds.

Okay, I am not out to nerf Fizz, but from most of the feedback from the forum it seems like that they don't like it when Fizz jumps on his pole to do things like dodge skill shots, make target abilities fizzle(lol a pun) and reset turret aggro.

So this idea came into mind is that Fizz wants to most of the time avoid CC, but when you trollpole too early the Ryze snare it will not happen at all right? Well, now it can go off, but it wont affect Fizz because he nullifies the CC. Fizz will be now be able to negate some of the damage because of the damage reduction. This means when he lands again that Ryze with a targeted CC will be on cooldown(lol Ryze cooldowns) and Fizz can exploit that. However in exchange Ryze can now damage Fizz and potentially kill him in while on the trollpole.

Another thing is that Fizz can now block crucial skill shots, bindings etc for his team mates upping his team play.

Fizz can also now negate DoT damage better, by standing on his pole for an extended amount.

While he wont be able to reset turret aggro anymore he is compensated, by longer duration and turret dmg reduction.

The reason I wrote "Nullify" is that most CC last longer than 1,25 so its to avoid he getting CCd after the trollpole duration unlike how ![Vi](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/champion/Vi.png) ulti works where you can get CCd if the CC duration last longer than the ulti animation.

This might buff bruiser Fizz and nerf AP fizz, but this is the best compromise I could come up with to keep him slippery, but not frustrating.

18 Comments

somexotherxguy1 votes

I think FIzz's current E is fine with the way it works. However i also think his E damage should be brought down and give him power somewhere else in his kit. It's frustrating how his most damaging ability is also a short CD untargetable ability. His E should be used more for mobility and dodging, not a core part of his burst.

Trebbi1 votes

{quoted}

I think FIzz's current E is fine with the way it works. However i also think his E damage should be brought down and give him power somewhere else in his kit. It's frustrating how his most damaging ability is also a short CD untargetable ability. His E should be used more for mobility and dodging, not a core part of his burst.

I think the reason that most of his damage is there is because he has to dedicate it to deal damage. If his Q got more power he would just Q inn and E out. Also his waveclear would suffer if his E damage would be nerfed which is debatable if ts a good or a bad thing. I think his E is alot easier to dodge despite the Flash buff against his Q.

basically if you pressure him to Defensive E all the time, he will not have the damage to kill you I think(unless bruiser ulti).

And I don't think they can buff his W because it is pretty good on toplane.

somexotherxguy1 votes

The issue is though if you try make him use E in a defensive way by being aggressive he can just dodge your spell and jump on you at the same time using his E. Plus he can already jump in with E and Q out to a minion although that's more situational than doing it the other way around because you need a target for Q.

Trebbi1 votes

{quoted}

The issue is though if you try make him use E in a defensive way by being aggressive he can just dodge your spell and jump on you at the same time using his E. Plus he can already jump in with E and Q out to a minion although that's more situational than doing it the other way around because you need a target for Q.

That is true he can alternate between the situation on how to use Q and E, but thats why I wanted to change his E slightly so he doesn't truly dodge incoming dmg, but can still negate CC effects with it.

However I do agree that his E is currently his most overloaded ability, but I am not sure how to shift that over to his other abilities without being overbearing or flat out nerf him.

Trebbi1 votes

Nobody else has any opinion about this?

JustMyBassCannon1 votes

Honestly, Fizz's E would probably be fine if the base cooldown was higher at later ranks.

MarkedOfKane1 votes

I think his problem is that he just has shorter cooldowns.

moon551 votes

buff bruiser Fizz we don't need this at our life it is hell to deal with him with out any hard cc and you going buff him even more all fizz e need is some twerk on his e dmg thats all and maybe remove of the on hit q or make it weaker idk but still seem like neat idea

Trebbi1 votes

COOLDOWN: 16 / 14 / 12 / 10 / 8

I kinda agree he has very low cooldowns when maxed he will often in toplane(tough he maxes W there) also build CDR(frozen heart).

It is a fair assessment that the cooldown should perhaps be raised, slightly.

But is cooldown the only factor for his frustrating play pattern?

Llanite1 votes

Riot has stated many times that they are happy with Fizz right now, even look for ways to buff his AP build.

With that in mind, if you suggest a nerf to his E, find him a buff somewhere too.

Trebbi1 votes

{quoted}

Riot has stated many times that they are happy with Fizz right now, even look for ways to buff his AP build.

With that in mind, if you suggest a nerf to his E, find him a buff somewhere too.

I have, I increased the duration he can be on his pole and negate dmg. He effectively have an Alistar ultimate when he stands on it. And that he can now be a teamplayer to block spells for his team without taking to much damage and he can negate DoT damage which he could not before. Instead of being able to Reset turret aggro can more effectivally hold turret aggro for allies.

As I said in the opening post I am not planning to nerf fizz, but change his E strength.

Is the suggested E not on equal strength/utility as the regular E?

Llanite1 votes

Firstly, 1.25s is too long, people will just right click away from it. Keep in mind, most Fizz max his E for lower CD, which then accounts for 60% of his dmg. If he cannot land it, he's virtually useless.

2nd, Fizz has no healing, sustain or instant CC, his entire kit revolves around being slippery and not taking any dmg at all.

3rd, Fizz is assassin, his job is to flank and go after a squishy, not to dance in the front line and provide utility. This would compromise his identity.

Trebbi1 votes

{quoted}

Firstly, 1.25s is too long, people will just right click away from it. Keep in mind, most Fizz max his E for lower CD, which then accounts for 60% of his dmg. If he cannot land it, he's virtually useless.

Ahh I see how this, could be read wrong. I wanted Fizz to be able stand on his pole for longer if he wanted to, not be chained to stay there longer, so you can still use fizz the same way as the current fizz in terms of quickly jumping off if you reactivate the ability again.

I totally agree on that point and I will edit the opening post.

when standing on top of the pole Fizz will nullify crowd control effects and reduces incoming damage, halved against turrets for 0.75 - 1.25 seconds

Llanite1 votes

But then you lose the slow and they run away anyway.

Trebbi1 votes

{quoted}

But then you lose the slow and they will still run away anyway.

I dont follow the slow is still there on his landing, or do you mean its to long to wait to be able to get slow?. I used the wording of http://leagueoflegends.wikia.com/wiki/Fizz

I can change in to that it automatically slows when

** If Fizz uses trickster after 0,75 seconds, he splashes onto the ground below him, dealing magic damage to nearby enemies and slowing them for 2 seconds. **

Llanite1 votes

If you use the double jump, Fizz loses the slow. Or you meant there is another way to cut the hop?

Trebbi1 votes

{quoted}

If you use the double jump, Fizz loses the slow. Or you meant there is another way to cut the hop?

I have edited the post to reflect this that he can still slow without waiting out the entire timer, which would be truly to long.

** If Fizz uses trickster after 0,75 seconds, he splashes onto the ground below him, dealing magic damage to nearby enemies and slowing them for 2 seconds. **

Meaning it has the same timings for the slow as his current E, but you have to reactivate it instead of just waiting out the time currently. Meaning he will slow for anywhere between 0.75 and 1,25 seconds.

Thanks for the feedback so far

DarkstarMan

This defeats the purpose of this champ. Using playful trickster is most definitely also as a damage negate just as much a CC negate. If you guys did this rework, then all ability canceling should all be reconsidered as well.

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