User blog comment:Willbachbakal/(Champion Rework) Fiora, the Grand Duelist/@comment-6061249-20131031211308/@comment-1330314-20131031233553

To clarify, my version of Fiora applies no CC at all, if you were to read her kit. You are also wrong: LoLKing's stats show that her pick rate hovers around 1% at platinum+ divisions in ranked soloQ and around 0.5% in ranked 5v5. In the best cases there, her winrate alternates wildly between 44% and 53%, due to her low pick rate. In the worst case, her winrate is persistently under 50%, sometimes even 0%.

I also disagree that this is a nerf. It certainly makes Fiora a bit weaker in the early game, but gives her a much more pleasant mid and late game. Having her refresh once on her  is effectively the same as her current double-Lunge, except with more reactivity.

Going pure attack speed and CDR may allow you to + Lunge all the time, but then again neither of those abilities would deal much damage. With 40% CDR the current version of Fiora can Riposte every 3.6 seconds and double-Lunge every 4.8 seconds, equating to a Lunge every 2.4 seconds on average. My cooldowns would actually thus make her less abusive.

To also clarify, deals damage based on current health, whereas Fiora deals damage based on maximum health. I nerfed her base attack damage, so for much of the game the damage portion equates to exactly the same amount. The damage and healing are in fact less effective in the early game, but scale far better into the late game, and synergize with her ultimate far better than her current passive.

Don't get me wrong, I don't want to nerf or overbuff Fiora, and I definitely don't want to give her any CC. What I do want, however, is to better define her role as a duelist specializing in on-hit effects. Aside from a few QoL changes, the only real modifications I've made to her kit pertain to inbuilt on-hit effects she can apply with her ult. Her biggest problem right now is her reliance on and other on-hit items to be any good in teamfights, and the changes I made to her kit allow her to apply on-hit effects of her own before that, at the cost of some early game power.