C9 FlamezZ Designs.
Here is will I will be storing design ideas for LoL as of 5/2/2016. All designs will have the date they were completed next to them inside of parentheses in mm/dd/yy format. I will edit this post as new designs are finished.
Rework Designs:
Fizz Rework
(05/02/16):
This rework is going to be focusing on the mechanic of Playful/Trickster as well as the on hit effect of Chum The Waters to make raise fizz’s skill cap to master the champion.
Passive: Unchanged
Q: Unchanged
W: Unchanged
E: Fizz is no longer invulnerable during the duration of Playful/Trickster. Instead, using Playful will cause you to absorb all damage for 0.25 seconds and gain a shield equal to the amount of damage taken. During this time, fizz will become immune to crowd control effects but cannot activate this effect while in crowd control.
Explanation: The old Fizz E currently feels like an insanely buffed zhonya’s and can be used efficiently even at the lowest tier of play without any thought. Yes, some use this better and more efficiently than others but even a level 1 fizz player can get a quadra kill manipulating this E.In my mind I see fizz as an outplay king, not an outplay emperor. What I mean by this is that while fizz has and needs great outplay mechanics, those mechanics should not be able to be grasped easily within one or two days. This new E keeps the Idea of being “invulnerable” but reduces the invulnerable time greatly. This makes the player think and react much more quickly and fluently. This time change also makes the user have to pick exactly what he has to avoid instead of winging it and still dodging everything which raises the skill cap on the champion. Now the new absorption effect is to still make his E unique and give it ground instead of nerfing it into the dirt. It incentivises you to dodge the most harmful spell because the more damage you take, the more shielding you get. Let's say for example you are against Vel’ Koz in a teamfight. A standard fizz I see in Gold or lower will simply use his E ability to dodge Vel’ Koz’s entire ultimate. With the updated E you would have to rely a bit more on your ability to dodge the ultimate or you would have to wait for the third stack of deconstruction to hit and apply true damage to activate your E and absorb the damage and gain a shield big enough to engage on the Vel’koz. As you can see in this example, the E still has the same principle and core mechanic but must now be used more wisely to achieve a correct outplay and if used correctly, the shield can be even more useful the extended invulnerability but again there is emphasis on using it correctly.
R: Chum The Waters no longer slows on hit but instead increase Fizz’s movement speed to the target by 50/60/70% and amplifies magic damage by fizz to the target “except Chum The Waters” by 25%.
Explanation: The old ultimate is currently used often to engage teamfights by being randomly tossed under the minion wave and snapping onto an enemy. This new update allows fizz to gain the same movement speed the old version slowed by. I foresee this change again raising the skill cap of fizz by forcing him to use his ult more to catch out players or prey on out of position players in a teamfight instead of being a common and low risk high reward hit or miss. In lower elo if you miss this ult no big deal it will be back soon and if you hit it you get an ace. Now even if you hit the ult it's not a free engage and you yourself can even be caught out if you are using the movement speed incorrectly adding room for error before the sharks comes into play. The 5% amplification increase also rewards fizzes who correctly use this movement speed by increasing their damage which makes players want to practice using it correctly instead of being ok with being an average fizz and still gaining pentakills. All post shark effects such as knock up and slows are remained Unchanged.