My thoughts on Miss Fortune after Act III, and what her kit should aim for
First of all I’d like to praise the lore and any other team involved in this particular development of the Bilgewater storyline, it was beautifully executed you guys! Now I have a tremendous storyline about one of my favorite characters in League. Her lore tells the tale of such a strong character that it only makes me want to play her even more, but she’s such an important piece in the Bilgewater storyline that, quite frankly, I’m dissapointed in the discrepancies that this beautiful new lore creates on MF’s current kit and gameplay. Things that I believe should have been addressed for the release of Burning Tides.
Both in the Bilgewater event and in the new Lore in her champion Page, Miss Fortune is depicted as this calculative, revenge driven girl that uses everything she has at her disposal to achieve her goals. Her whole persona is created as a consequence of a bloody “trade” between her mother (a weaponsmith) and Gangplank, making Shock and Awe very, very important. After this, she calculates every single move she’s going to make (wich is quite related to her kit). She deciets, kills, manipulates, and also uses her looks, charm and femininity to obtain what she’s after. After much planning, she becomes the mastermind behind Gangplank’s downfall in Bilgewater. This is amazing. But only one of these aspects is reflected in her kit, Calculation; you could also say that her damage ramping up is akin to gathering resources I guess . But why, why in the event she’s such a big part of, only got a minor VU and band aids over a kit that doesn’t reflect where Riot is taking her character in the lore? And these band-aids didn’t even address her core problems, the reasons she’s not picked competitively or higher up the ladder.
I’m going to be as objective as possible with her current state, and if possible, we can discuss Miss Fortune and a Rioter can answer our questions.I’ll place the rework at the bottom of the current skill analysis for clarity and easier reading.
Strut: I think that since I started playing her, people have been asking, practically begging for, is that after a certain level, it wouldn’t be cancelled by minion damage; however, we got the non direct damage mechanic. We didn’t get the scaling per lvl that was mentioned or the minion damage ignore at lvl 11. I think that Strut shouldn’t even be her passive anymore, it should be her W. By placing Strut in W and creating another passive surrounding her guns, she’d make more sense lore wise, and be an easier champion to read and balance.
Double Up: Even after the angle changes, it’s extremely unreliable. I don’t know what prioritizes first, is it champions? or targets with impure shots stacks? it feels random in most cases, sometimes it even hits directly on the side of the first target, even if they’re not in the cone. And then there’s the 150% situational damage in the second hit, while in lane being very powerful if mastered, it has no use outside lane or in late game. It provides an AA reset, but as you get attack speed, the skill cast time feels like it makes you lose DPS, specially after 1.6 AS. Why can’t the skill just be allowed to critical hit and have it prioritize champions in the bounce?
Impure shots: I understand the removal of GW, you want to get rid of the mechanic and it was a bunch of hidden power, but activating Strut is counter productive unless you can’t shave it off, and it won’t even come close to the power you took away by taking out GW in the first place. Why was the AS% boost that got pushed to the PBE scrapped and not even tweaked to balance it?
**Make it Rain: **It’s her zoning tool, but other than that, it adds close to nothing to the rest of her current kit. It scales on AP, and while the damage was focused on a 2 second period, the primary reason to cast it (the slow field) to try and zone enemies suffered the consequences. I thought the skill was going to be changed completely. Why were improvements placed on something she didn’t use the skill for?
**Bullet Time: **The skill concept by itself is fine, it just scales oddly, and by increasing the amount of stacks of impure shots instead of the AD ratio passively, MF doesn’t get the full benefit from this mechanic. It’s almost impossible to reach 8 stacks before a duel is over unless it’s a tank. Why was this mechanic implemented in the first place if MF needs a perfect scenario to succeed?
TLDR;
- Strut still lacks usability and I think it should be reworked into something else(read below)
- Double Up is still unreliable and has no real purpose outside of lane phase
- Impure Shots’s AS steroid is lackluster after the removal of GW and it activating strut is counterproductive if it doesn’t remain up for the duration of the active.
- Make it Rain still doesn’t feel satisfactory to cast, period.
- Bullet Time still scales oddly, more impure shots stacks instead of a higher ad ratio per stack places MF into situations she can’t make a reality
My ideas are Rework: New Passive: Shock and Awe, Guns of Fortune MF’s basic attacks deal an aditional 6/8/10% of her AD as bonus magic damage, stacking 5 times to a maximum of 30/40/50%. Upon reaching 5 stacks, MF gains 30/55/80% attack speed. Indicator for MF as of how many stacks it’s a heart similar to her current AoE indicator. Q: Double Up remains the same. Cast time improves with AS W: Strut Passive: After 5 seconds of not losing health to non-periodic damage, Miss Fortune gains 20/24/28/30/32 bonus movement speed, which increases by 8 each second up to a maximum of 50/60/70/80/90 bonus movement speed. Active: Miss Fortune consumes her Shock and Awe stacks to briefly charm enemy champions around her for X seconds and doubles her bonus movement speed, this speed decays rapidly after 2 seconds (think Katarina W for range) (long cooldown though)
E: Make it Rain, remains the same, except instead of a circle, it’s a rectangular AoE. Damage is physical, or no damage at all R: Bullet Time MF channels for 2,5 seconds, spraying 8 waves of bullets in a cone in front of her. Each wave deals 50/75/125 (+X% AP+X% bonus AD) physical damage. If MF has 5 stacks of Shock and Awe on activation she will consume the stacks to apply an extra 30/40/50% of her AD as magic damage per wave.
This rework focuses on the guns left to MF by her mother and her capability for insane upfront damage (wich is the core of the “shock and awe” military strategy). She gathers resources (in this case, shock and awe stacks) to turn the tides in her favor. Extended duels and AoE damage will still be her speciality. She gets a mini charm to spice up the fantasy of a very resourceful, gorgeous bounty hunter, and Make it rain becomes a pure zoning tool to control the battlefield Bullet time is the grand finale.
Numbers can be tweaked. I'd like everyone to join in the conversation so we can get something good going here!****
EDIT: rephrased a few stuff
-AD Ratio on Q that can critical and lifesteal. Applies her W and other on hit effects
-Late game scaling with %HP damage
-Mobile
-Has self peel and situational stun with E
-AD boost and MS boost for passive on R.
-AD ratio on Q that can critical and lifesteal
-Fully scales of AD so he benefits from every single AD item you build on him, on all his skills
-His AS/MS steroid resets if you catch an Axe.
-Gets bonus extra gold if he kills you because of his passive (wich goes up as you catch your axes)
-Snowballs way easier than MF does
-Insane team utility for engage and disengage
-Her poke is super reliable and hits like a truck
-Ricochet is an AA reset that can Critical and lifesteal on the first hit, has no bounce cap, only a minimum damage reduction. Can get the W attacks off easier because of R interaction
-She gets MS when she damages you.
-Extremely mobile
-Amazing team utility
-Infinite damage stacking on Rend
-Insane objective control
-Q enables both her passive, Rend and the W passive of extra damage with your bound ally. Can also transfer rend stacks if it kills the first target.
-Q is an AA reset and can hit two targets, both hits apply lifesteal and on-hit effects but no critical strike. Situational 150% damage boost to the secondary target. Has both AD and AP ratio.
-Impure shots turn her into a mixed damage dealer, wich is hard to itemize against. Ramps up in damage, favoring extended trades.
-Strut enables MF to get back to lane faster and possibly roam. When you can keep up your shields in fights, Strut can be active indefinitely.
-Make it Rain is a zoning tool you can use to set up ganks or ultis if used correctly.
-Bullet time has one of the highest possible damage outputs in the game, because of the Impure shot stack mechanic.
, Jayce
, Lucian
since strut is removed.