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My opinion on how to give Fiora purpose ^^

JackYAqua··6 votes·3,114 views

|Duelist||
|-
|Fiora | Satisfaction : Fiora restores 3% of her missing health on kills or assists. Duelist's Heart : Fiora gains bonus health equal to 10% of all physical damage she deals against enemy champions for 6 seconds, the amount gained is lost over 3 seconds afterwards. Maximum 400% of her total AD.

Or at least something similar. I don't know how to balance this =)

Here's the explaination:

What is Fiora ? What's she supposed to be ? An assassin ? A fighter ? A melee marksman ? Well, she's certainly the worst at all three.
She doesn't have CC, nor escape abilities, her damage isn't higher than anyone elses, her passive is moderate, her utility non-existent.
But, if you gave her the option to go full AD, assassinate a squishy target with her double-dash-n'-slash-ult-butterfly-combo and come back out as a brutal ass fighter, then she'd be a unique fighter with a very specific role and much more usefulness.
However, like I said, I don't know how to balance this, I'd leave that to Riot.

88 Comments

RiotMorello39 votes

So, at risk of building hype... ;p

GUINSOO is working on a Fiora overhaul as a "light fighter." We're still in very early prototying, but we agree Fiora is one of the worst characters upon delivering on her fantasy - a skilled, deft fencer.

I think much of her kit will change, but for the better.

Failbot Deploy13 votes

HYPE TRAIN! Can't believe Guinsoo was let out of Riot dungeons.

I'm always up for a good kit change. Keeps the game fresh.

1 7 8 8 L3 votes

Morello, please. Don't.

I dont post here, and I don't want to, but she's fine... Her winrate is above 50% I've loved her since release. She's high risk, high reward and well balanced other than her ult having a bug here and there. She's amazing at taking towers, and can duel exceptionally well, but has counters. Plz nrfmastersucktown. She jus longz for a worzee oppone.

Z Statistic2 votes

That's not the point. She's not very engaging to play against. She has a similar problem as Lulu!: there is a ton of depth in playing Lulu!, but not much in terms of playing against her. It has nothing to do with Fiora's powerlevel.

RiotMorello3 votes

Reworks are almost never about balance (though, balance-ability can be in there), but about things like fantasy fulfillment, game health, or providing interesting strategic choice. I'd be VERY surprised if new Fiora didn't make the old one look embarassingly boring.

Dies to Wolves2 votes

What exactly is a "light fighter", though? Is it a new term for melee carry or what? Is it like Riven? Please don't turn her into a bruiser :(

Lord Graves III4 votes

Ranged carrys got turned into Marksmen. Melee carrys got turned into "Light Fighters". The current ones are Trynd, Yi, Fiora, Yasuo, Riven, and Aatrox. All of whom can melee carry in their own respects.

Dies to Wolves1 votes

That's cool by me, then. I just never EVER saw the term "light fighter" being used in LoL before. When did they start using this term?

I'll try and have faith in Rito.

Sir ArmaMalum1 votes

Recently, about when Yasuo came out, as he was the champ that really tried to bring light fighters to the light again.

Dies to Wolves2 votes

now that you mention it, I think I recall reading CertainlyT saying something about light fighter

considering how obscure this term is, though, riot either should try and popularize the term like they did with marksman (uck, I hate this name) or they should drop it.

I'd prefer to drop it, personally. "Light fighter" sounds bad. Makes me think about planes.

Gahlo2 votes

Which is a silly distinction really. All the fighters that build tanky are called bruisers or heavy bruisers, depending on the current trends, and all the fighters that build mostly damage are called "light fighter."

In the end, the term "Fighter" doesn't mean anything anymore.

doubleguac1 votes

It's not just about build. Champions have kits that to varying degrees encourage or discourage certain build or play patterns. Trynd's ult lets him get away with building pure damage. And he would be useless if he didn't build damage, because he has no utility whatsoever. Meanwhile, someone like udyr first of all needs to build tanky, because he doesn't have an ult that makes him invulnerable, and moreover is rewarded for doing so with a kit that has decent utility built in and gives him a lot of free sustained damage. Pure damage udyr would be useless, just as would tanky tryndamere.

I'm just saying that the difference between a "light fighter" like yi and a "bruiser or heavy brusier" like trundle isn't just about current build trends. People build certain champions certain ways in order to try to capitalize on the unique strengths and weaknesses of their kits.

Lord Graves III1 votes

To be fair, trynd has more utility than he gets credit for. A decent slow and he can sap 80 AD from a whole team. Yi has less utility than that.

Your point stands though.

Gahlo1 votes

The thing is that Trynd will get classified as a "light fighter" and Udyr will get called a "bruiser." None of these things are plainly called "Fighter" outside of their classifications.

"Light Fighter" is kind of like how the word nonchalant exists. Chalant isn't a word. Granted, it makes sense if you follow the etymology back but in league there is none.

"Heavy Bruiser" is equally stupid because it's "not only is this melee guy tanky, but he's tanky." Just call 'em a tank already then or fix the damn items.

RiotMorello1 votes

Yeah, we're not sure on nomenclature here. We're trying to understand more about the sub-divisions on melee damagers, and Fiora was an example definition of this.

exec38 votes

GUINSOO IS ALIVE?!?! :O

Surprised you guys are going the full rework route. Hopefully riposte stays in, it's something that could be iconic imo and deserves to be fixed up rather than removed. Curious about what happens to her ultimate, free tower dives is so frustrating to deal with. Also hopefully this doesn't end up like another Karma, sorry shouldn't have said that but hhhhhnnnnnngggg...

Slayitquick5 votes

... You really think the karma rework was bad?

She is way better than the old kit now.

Sicarius102 votes

idk about better but she is certainly at least equally awesome. i miss being able to hit easy heals, now it's a lot more difficult than i would like it to be and doesnt do a dang thing for teammates

exec33 votes

Better? Old Karma was straight up OP. Only people who tried to play her 0cs support thought she was bad. Give her some items and she was actually bonkers. Her kit design with Mantra was super fun as well.

But no her new kit is terrible, she has no passive (at least until late game but even then you don't notice nor appreciate it), functional but generic/no frills Q with a terrible Mantra effect (you can literally walk out of it assuming you weren't already hard CC'd), delayed unsatisfying W that puts squishy Karma in harms way with a worthless and selfish Mantra effect, E is alright but the Mantra effect is overloaded, too many use case scenarios makes you always feel like you've used it wrong, and did I mention Mantra sucks now?

Not to mention thematically she was thrown out the window. She had an extremely strong theme of duality/karma previously (offensive spell was suddenly a defensive one with Mantra) and that was all thrown out the window with the rework. She has no identity to me now, she's some generic mage with a bunch of random, barely connected abilities, she has no hook anymore.

Did she need a rework? Of course! She was OP, very OP, and her W wasn't very good (it violated her offensive/defensive Mantra system) and I accept and even agree with Riot's reasoning for needing to change the passive, however she should NEVER have had a relaunch, she never needed it and she never should have been given it, her passive and W were the only spells that needed changing, everything else was at best number tweaks.

Completely ignoring my feelings on old Karma new Karma needs a relaunch. Her kit is shocking, it's full of unsatisfying abilities and conflicting play patterns and thematically she's weak.

RiotMorello3 votes

This, I can agree with. I think the "should this be reworked?" has gotten conflated with "is this new version good" - lesson learned for us, especially after Skarner (which we've taken a lot from).

Javarino1 votes

I'm not so sure about this, I know that while the Skarner rework has left him a little - lacking - in the excitement department, the Karma rework feels great thematically to me. I never played old Karma, but saying the new Karma sucks is a little overboard, as a player who started after Karma got reworked I really enjoy playing her. I love playing her for feeling like I'm in control of the conflict, poking from a distance and baiting enemies in for a mantra w.

The Point: I'm alright with changing a champion thematically/mechanically, so long as the new theme/mechanics are stronger or bring their own excitement.

exec31 votes

I agree with your last point, I just don't agree that new Karma is stronger or has brought any excitement to the character.

exec31 votes

By conflating do you mean that you guys at Riot need to be more mindful of releasing bad reworks in the rush to try to remove a toxic champ or do you mean something else? I'm just not quite sure who you say is doing the conflating (also a strange word to use 'conflating', I had to google that one lol :P ).

Jingerbeardman1 votes

I couldnt disagree more with you. while I do agree that her passive is rather blah. The rest of her kit though is amazing and a blast to play. I play her as an ap bruiser in the top lane and do extremely well with her. She is actually very strong in the current meta of the top lane. Her kit is incredibly satisfying, the better you play the more damage you can put out and protection you can provide. her theme is not that strong, I agree on that, but that could be fixed with superficial changes without touching her kit.

Old karma had her up sides and downsides. Do I miss the ability to heal my allies? yeah I kinda do. But I also love making sick plays shielding my entire team. Both kits had their strengths, but I feel the current one is more healthy for the game than the old one.

exec31 votes

Agree to disagree. I don't find new Karma interesting or satisfying and I don't feel that old Karma was inherently toxic either, just OP. She had gameplay problems revolving around her passive and W but Q, E and R I felt were solid. The ability to reverse a fight was central to her gameplay and theme (you being mean to my ally? INSTAKARMA!) and was oh so satisfying, infinitely more than anything she can do now.

And whether or not Karma can win lanes or games doesn't really matter, Kayle is OP yet she's still up there as one of the games worst designed champs (random passive, generic Q, unsatisfying and weak feeling heal/speedup, Kayle's useless unless E is off cooldown and she has a broken R on a super low cooldown). A poorly designed champion can still win games if they're overtuned, the ability to win isn't a reason to not rework a champion.

Jingerbeardman1 votes

I will bite... I just hope I can help you understand some of the reasons she needed to change. It wasn't that she was inherently toxic, she had her unique niche... emphasis on unique. So unique it was downright awkward for both her opponents and her allies. Her abilities were difficult to read and even more difficult to react to. Mantra was originally designed with the idea of using charges to make important plays at key moments in a fight, instead they were just spammed together which defeated the point of her design. Her ability to heal her allies while dealing damage to her enemies was incredibly satisfying, so satisfying that you just used mantra charges just to do that and rarely on her other abilities. The way she healed was the other big problem, it was unique in that it did a base heal in addition to a percent of an allies missing health which made it extremely powerful... Too powerful. That is why it didn't make it into her reworked kit.

Now this is where you need to really think and open your perspective. While it seems like She lost the ability to potentially heal her entire team... she didn't. Were they able to transfer it over perfectly into her new kit, no. Her team heal was instead changed into a team shield capable of dealing damage and speeding your allies up. I realize that a shield is not the same as a heal, but since the heal wasnt coming back, I'd say a mass shield that also speeds everyone up is a pretty damn awesome tradeoff.

exec31 votes

Don't be condescending, it only weakens your position because everyone will see you as a d!ck.

Firstly I know about the awkwardness, but that awkwardness solely revolved around her W (the specific issue was that your allies needed to know how to position themselves to use the damage/speed/slow when the beam crossed an enemy/ally) which I have constantly criticized and have said needed a rework. Maybe I should have referred to it sooner so you wouldn't get the idea that I didn't know why she was being reworked but I was lazy so kept to the topic instead of adding extra detail.

Secondly I agree that there were problems with Mantra spamming (once again she was most definitely OP) but the causes were far more nuanced. The big issue is that you only had 2 spells to use Mantra on thus the choices that were supposed to be accompanied by Mantra weren't really there. The fact is that yet another weakness of her W is that the Mantra effect was trash so NO ONE used it meaning you just defaulted to RQ and RE. Maybe Mantra came back up too soon, that's possible, if that's the case just nerf the cooldown, this was no justification for a rework.

Thirdly I don't agree at all on your first heal comment. E got just as much Mantra use as Q did, if anything I used E more. To your second comment about the heal being too strong, maybe it just needed a nerf? Though the argument gets shaky when you consider current Soraka's heals work very similarly now with the increased heal based on how low your ally is.

Fourthly some people like healing and I particularly liked the uniqueness of Karma's heal that required an ulti and was balanced more around in combat use instead of sustain which is what Riot actually prefer in their heals.

Finally i'd say a weak mass shield isn't satisfying because it'll need to stay weak because it does too much. Spells have a power budget and if you cram too much into it such as AoE damage, AoE shield and a Shurelia's then the numbers will need to be low and thus unsatisfying so that it doesn't become OP. Also based on how the spell was made you will NEVER have a situation where all 3 of the spells effects will be used at the same time which makes it feel wasted to me, as if there's no 'right' way to use the spell.

I get that you like new Karma but that doesn't mean my criticisms aren't legitimate. FYI I wanted a Karma rework, as i've said countless times her W was trash and the source of so many of her problems, Riot however went far too far unnecessarily changing a character instead of fixing the outlying issues thus angering the champs playerbase and losing a genuinely unique champion and in turn ending up with a new champion that has its own extensive list of problems.

Jingerbeardman1 votes

I cant reply to your other comment cause of seeding so Im replying to this one.

If it seemed like i was being condescending I apologize but you calling me a dick is uncalled for.

She was changed for more reasons than just her W. It was unsatisfying to have to level a skill 6 times just to reach the same power level as all other champ abilities in the game. Her heals from using mantra thanks to Q's short cooldown were to close together to be healthy. Trying to compare this to soraka is moot since her heals are on extremely high cooldowns. The other reason they didn't like the way a mantra Q worked was because it did a strong heal on top of strong damage all at once to not one but any ally or enemy caught in the cone. They recognized the fact that the removal of her heal was unfortunate and lowered her shield cooldown a bunch to compensate for that. Which means it is possible to mass shield your team multiple times during a fight. I used to love playing Karma myself and would include myself as a part of her old fan base. I argued that removing the ability to heal her teammates was gutting her. I tried her out after the rework and wasnt happy about it and how she turned out. I then picked her up again later on, read over many of the discussions again and started to understand better why they made the changes they did. I'm sorry you dont see it or feel the same way.

Trying to call out the design teams telling them that they did a terrible job doesnt make you sound all that great either. I am suprised you even got a response to begin with considering you are not even willing to post with your main account.

exec31 votes

Well firstly my main account is on OCE so I can't. :P (it was actually annoying creating and grinding this account up just so I could post again -_- at least I got to play Dominion again! :D )

Secondly I wasn't really directly calling you a d!ck but fair enough. However saying things like I need to open my mind comes off as extremely condescending.

So with your post if the team does a bad job on something they should be called out on it (and in fact they have said plenty of times that they want to be called out) though I wasn't really doing that tbh, I was just replying to another guy about my honest opinions on Karma and I wasn't trying to be vicious about it. As for Morello responding I actually don't think they're happy with how Karma turned out but that's mostly reading between the lines on my part, and I don't think he cares about whether people post on their mains or not.

With her heal it may have been on a 12 second cooldown with 40% CDR but that's still not a reason for a full rework. An increased Mantra cooldown would have helped that easily as well as a heal nerf if needed.

Also I remember now the 6 level thing, not sure I agree as it never felt like it hampered me but again not a reason for a full rework, could have easily changed her to normal and had her ult reduce cooldown with each level up like it already did automatically. I think in part the 6lvl thing was legacy design mistakes because ult at lvl1 was a new thing (ignoring Udyr).

Finally do you have a source for your claims that Riot didn't like a heal/damage spell in one? I only ever remembered them talking about the passive and the fans. It was one of my frustration points over the rework that they never seemed to give a reason for a full kit rework. (-edit- I just checked and her shields cooldown wasn't changed, plus it was lowered to make room for the speedup so i'm not sure what you're talking about with Riot compensating her for her lost heal, last I heard the compensation was moving the heal to her W which didn't mean much)

But this is going offtopic, the Karma I loved playing is gone and likely to never return. My original point is that imo new Karma is terribly designed and needs to be redone, i've given reasons why already so I won't bother repeating myself.

Jingerbeardman1 votes

seeding issues again.

This last reply was much nicer to read. TBH I was tired and getting things mixed up a bit last night. I wish it were easy to find the Karma threads when she was first re-released and look them through again. I do remember that they had mentioned that mantra Q was to attractive for what it did and outweighed the other spells. I am pretty sure but not positive that the other reason was teammates would accost Karma players if she didnt use both mantra for heals. Thinking about it further now also reminds me that there was mention that balancing that kind of ability was a nightmare. Since they were adding additional damage sources to her kit, the budget no longer allowed Q and its mantra version to have that much power. They would have had to gutted either its damage or the heal to a point where it could never feel satisfying which is what prompted the move away from it. I cant be 100% sure on this but it sounds extremely familiar and my memory is pretty good about this kind of thing.

It wasnt just her heal that prompted the rework it was everything: spirit link, spells with 6 ranks, confusing play style, and an overall negative perception of Karma as a champ (kind of like how pick eve before she got retuned was trolling). In the right hands Karma was amazing, no doubt, but she just didnt fit in well with the game the way she was.

I do want to touch on another point you made about her current abilities. Her kit is one of the most cohesive in the game. All of her abilities flow so well into each other that it is scary. You mentioned how you can simply walk out of the aoe effect from empowered Q. That is where Focused Resolve comes in. You begin your engage with linking up with focused resolve, that typically prompts your opponent to try and break it. You quickly follow that up with Inspire making sure they cant get away so easily, then right before they get rooted you send out a empowered Q on them. It hits, they get rooted in the AoE and by the time they break free only a flash will save them. If focused resolve is rank 5 even that doesn't work anymore. As for Defiance, empowered e, I dont really know of a time in the game where a boost of speed, shield, and extra damage wouldn't be welcome in a fight. It might feel a little overloaded, but not in a bad way.

exec31 votes

I remember them saying her having a negative perception (a wrong one, just like how everyone figured out Eve and Soraka were OP despite previously being 'troll' picks previously) and I completely disagree that's a reason for reworking her. She had problems, fix the problems and people would start playing again (heck any attention would have been nice, she was completely neglected from balance changes and even free weeks since release, Riot practically caused her unpopularity through their neglect :S ).

With your last paragraph this is actually something I really hate about her. It's a forced RQWE combo. Abilities should have the ability to be combo'd but also the ability to be used separately and RQ just can't be used separately just like W by itself is rather pointless.

Also with RE, this may just be me but it feels really bad using my ultimate for what is essentially just a Shurellia's because if you use it for a speed up or escape you're not using the damage or the shield, just the speed but if you use it in combat you're not using the speed just the now weak feeling damage and shield because the numbers had to be downtuned to fit everything into the one spell. I have my own ideas on Karma tweaks or a full blown rework and one of those tweaks would be removing the damage on RE and buffing the shield instead to make the use cases for the ability more clear and satisfying.

Also community beta OP! :P Everyone's been saying it from the word go, it's just not possible to have proper conversations in this format.

Jingerbeardman1 votes

the combo is actually WERQ, putting RQ at the start would allow their escape:P
that is more for solo lanes anyways, and by no means is it the only way to use RQ. In fact as you become more familiar with Karma and know the exact range and point an RQ pops you can use it and place it in front of your enemy as they try an escape you. The only way for them to escape the secondary damage is to walk back toward you which makes them easy prey. When you start to siege as a team further into the game you use RQ all the time. It deals awesome damage, lays down an area for zoning, and quite often does catch an unsuspecting victim.

Using inspire doesn't always utilize every element of the ability, you are right in saying that, but that is what makes inspire such a great spell. It has so many applications! I rarely even think about the fact that it deals damage when I use it, so when I do and just happen to snag a kill and save an ally, BOOYAH! This is actually another point about the old Karma that they made mention to as well. It was the fact that Using mantra'd E was saved for yourself and not often used on others. When it was and ended up getting a killing blow you would get accused of kill stealing when all you were trying to do was help.

Like I keep saying it wasn't just one thing that prompted her rework and change, it was a bunch of things. Was what they came up with perfect? probably not, but what is? No one likes change to something they enjoy and typically fight tooth and nail against it. Sometimes though there is little you can do about it. I don't think a single one of the reworks has truly been met with open arms by the entire community and I doubt that will ever happen. What needs to be kept in mind though is that They are not just doing reworks for shits and giggles but are undertaking them for the betterment of the game as a whole.

exec31 votes

I would only argue that while their intentions for reworks and any changes they make are pure, that doesn't mean they're always right or do a good job and in the case of Karma I neither feel they were right in relaunching her (she had problems that I believe could have been fixed while retaining most of the original kit) nor do I feel they did a good job of the final product.

Man all this Karma talk, you're really starting to make me miss her again. :'(

Minjo Master3 votes

I do really like Fiora but this excites me. I sometimes feel like she's just one of those champions that's actually completely broken but unplayed because people have this negative perception of her and I have a blast playing her in her current incarnation. But I definitely think there's potential for an infinitely cooler champion too. I'm looking forward to that potential being met.

DontFukWithAlice1 votes

The biggest problem is that youre not a true top or jungler, because lack of hp and cc, nor true assassin you cant go out if you kill somebody. So i hope this rework will make her fit a right role.

parnellyx2 votes

Can Guinsoo hold a "Let's Talk about Fiora" thread. I have been playing her a lot and want to make sure she maintains her role as an assassin/fighter.

1d201 votes

Assasin = High burst
Fighter = Melee DPS

Pick one. Based on Guinsoo's post he has his shit together and can get a solid framework for a Fighter stitched together, but biggest issue Melee Fighters as a role have is from lack of good itemization.

Lord Graves III1 votes

Far from it. Their biggest problem is that when most of them came out they were given generic kits that don't really do much. I actually don't get what the problem is with bruiser itemization. Do people just want AD and tank stats on the same items? I don't get the issue with building one or two attack items then a bunch of tank items.

JeiJei33341 votes

Considering we now have Yasuo's Wind Wall blocking projectiles and Vel'Koz's Plasma Fission changing trajectory, perhaps Fiora could have a skill that includes parrying enemies' skillshots within a certain radius of her, either redirecting/returning or stopping them.

RiotMorello1 votes

;)

lojician1 votes

So what have you learned about melee champions that you're doing differently so this won't result in you either (a) turning her into complete garbage that can't stick to ranged for the sake of 'counterplay' then forgetting about it or (b) making her actually viable and capable of sticking to ranged but then olafing her for the sake of 'counterplay'?

RiotMorello1 votes

We've eben doing a lot of "mental modeling" to understand melee. Counterplay does matter (just training on a guy and being stronger than him is not a character you'll see in League as we continue, and I think the reason why on that is pretty easy to understand), but so does excitement, options and gameplay of the character. Fiora, I think, should be closer to lighter, quicker Lee Sin.

The7thKing1 votes

funny, you look at champs that people suggust but you dont look at how the number tweaks effect changes in gameplay (ie, fear changes, fiddling with damage numbers, rewriting champs existnce cough Khazix and Rengar cough cough) or give us a example of changes your going to enact and give them a side by side comparison, i think that would help us somehow cough cough patch previews cough cough

RiotMorello1 votes

We're bringing Previews back for this reason. I'm going to take a look at the new format next week :D

Paper Petè1 votes

Are we gonna see a Rumble rework at all? A kit change? Some number changes? Anything?Rumble

phuxweLL4 votes

She would see competitive play if her passive was toned up juuuuuuuust a bit, and if you could lunge to your own minions.

Earl Eulrich2 votes

She kills people, what other purpose does she need?

As for her role...she´s an assassin, coming from the flank to the backline, killing one quick with q+ult and then cleaning up with her sustained dps. I think her kit really delivers for skilled Fiora players, as she can indeed win every duel if you time the abilities well enough.

RiotMorello3 votes

If by "duel," you mean "kill their ADC or squishy mage really fast," then sure, she duels like Kha'Zix does :P

Kru Ryan1 votes

I feel Fiora is a strong champion despite what the numbers and opinion of other players may think, there have been plenty of games where me playing as Fiora or the enemy team palys Fiora where she controls the entire outcome of the game! The only problem I would see with fiora is the ability to lane and not her over all damage once she builds items. Maybe a buff/re-work on her "Parry" to reflect the total or percentage damage reflected instead of a flat ap based, this way if would feel rewarding to not just hit parry in the middle of a fight randomly. Or maybe increase the hp she gets from her passive or increase the length. In my opinion.

RiotMorello3 votes

She's strong, but her power isn't the focus here - it's that she is "another assassin." People want unique champions, and they want to do it in a way that feels skilled and can actually be viable. Gotta break a few eggs.....

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