Fiora's passive and ult are too easy to land for how potent they are.
In both cases 3/4 "vital" spots don't really require much maneuvering around your target to land at all, and once she hits one, the next ones are significantly easier to land, with each one doing 7.5% max hp true damage at max level (without including the scaling from AD), so unless she gets chain cc'd (which is unlikely due to her parry) you are going to lose 30%(plus however much AD she builds) of your max health in the same amount of time Vayne can proc her silver bolts on you.
This can be resolved in a very simple way that adds counterplay (since her current version has virtually none):
- Make the vitals rotate based on the orientation of the target's body.
- This means that if a vital spawns in front of your champion's torso, the vital will always be in front of your torso regardless of what direction you're moving in, as opposed to how it is now where a vital spot can spawn on the front of your champion and she can hit your vitals by poking your ass as you try to run away from her; this makes no sense at all.
- Creates a minigame of "keep away" between the two players, rewarding Fiora when she manages to land a blow on the vitals and rewarding the other champion through not taking %hp damage if they can keep their vitals safe from her.
- This change alone would bring Fiora down to being balanced without tweaking items or her numbers, something that the balance team at riot does in extremes (either too little to matter or so devastating that the champion might as well next exist [for example: pre and post nerf Sejuani])
This change would make mirror matches a spectacle to behold as well, as their gameplay would mirror that of actual fencing (the whole idea of Fiora is to be a fencer after all); weaving in and out of combat, trying to hit their vitals while simultaneously protecting her own. This is how Fiora should be played, not as a melee version of Vayne.
What do you guys think?