User blog comment:Nhan-Fiction/(Champion Remake) Fiora, the Grand Duelist/@comment-4881935-20131229192346

Okay, let's see what my opinions are:

I like the intend that you want to improve it's late game value, but I have a few issues. One, why are you changing both the base regen and the regen per level. That is rather needlessly written. Choose one, not both. The second is, I'm not a fan of seeing the duration change. Third, your values are way too high. Level 18, that's over 50 health regen per second plus the life steal that she will have on her on a method that realistically isn't that hard to perform (if you can just survive). Just going to say, if you're trying to make it balance for team fights, then the way you did it, it's broken for 1v1 matches (i.e split pushing).


 * It's a straight you buff so, I can't really say much. Though, I disagree with you about it feels like it is missing something. For odd reasons, it appears like people don't treat the double dash/blinks as good. Honestly, I would rather see more gameplay dynamic (which provides possible counter-play) on the ability instead of just seeing it get straight up improved, but that's just me.
 * Also, the armor penetration is rather stupid in my opinion. Assuming the armor penetration is just there only for the lunge itself (because that is how it sounds), you might as well just buff up the numbers and remove the armor pen effect because that's all you're doing to the ability. You say it's to help improve against squishy, but the true is, just upping the damage does the exact same thing. It makes very little difference in any situation, therefore, unnecessary.
 * Lunge's mana cost shouldn't go down. If there is any ability that needs to be gated by mana, it is Lunge. No form of counter-play and it sticks to target well. No, to mana lowering it.
 * Lunge's mana cost shouldn't go down. If there is any ability that needs to be gated by mana, it is Lunge. No form of counter-play and it sticks to target well. No, to mana lowering it.


 * Riposte not blocking secondary effect is not an oversite. Riot has mentioned this many times before when discussing about Fiora. Heck, 's block is actually the same thing and they pointed this out before. At one time, they even said the idea of allowing Riposte to block secondary effect was considered, but I guess they dropped that idea for now.
 * The parry damage scaling is horrible. With no base, the vary of damage is downright insane. Late game, it could be utterly deal like no damage, or nuke someone to death. This shouldn't be like that considering this is a basic ability. Ninch is one thing, but being completely invalidated because your champion isn't building AD is just bad, or completely making the enemy champion regret even thinking of looking at you is downright bad. That's a horrible feeling for the enemy if you jump them and they can't attack you because they know they are about to nuke themselves absurd amounts because of the percentage damage. That's a form of gameplay I know Riot will avoid if possible.
 * Even Veigar's ultimate isn't that bad. At least, even if you were to target a non-AP champion, it still do a good amount of damage to justify it. But it becomes worst that this is an basic ability that can outright kill an AD champion by itself.
 * Also, it's downright weak during the early game. Even in idea situations, it would probably only deal around 40 damage. But then, it's not like that the damage is the important part.
 * The passive AD is... eh. Sure, it works.
 * The passive AD is... eh. Sure, it works.


 * I downright hate it. This change completely destroys Fiora gameplay. You say you want to keep her playstyle and design, but this change completely chanegs her. This ability is what defines her play style.
 * One, she can't deal burst damage anymore. Because this AS is backloaded and requires stack, you have changed her from a burst champion (through basic attacks) to a sustain DPS champion. That makes her less of an assassin and more of just a straight up DPS champion. That right there is a huge shift in her gameplay. The way she is designed, she is never meant to stay in a fight for long. She jumps in, do quick damage (like within 2-4 seconds), flee (unless they die) and let her passive heal her.
 * Two, I know I'm in minority here, but I hate the movement speed being front loaded. The movement speed is not for her to engage fights (I know that why people want it because they want to use it to escape from ganks but that's not its intent even now), it's there for her to disengage a fight. I use the word disengage over escape because disengage is meant for fleeing after fighting (not just running away). I know people don't like that because it's not a for-sure escape, but it's her disengage tool. is her engage plus sticking tool, not . There is a reason why you actually have to stack it, and why the movement speed can last up to 3 seconds after the AS buff ends. It's not for purely chasing.


 * All abilities are like this. Even untargetable ones. See no reason why it should change.
 * Two, I don't support changes the remove possible counter-play unless those are changes that don't make sense (such as entering bush).

Overall: I hate it mainly because you're adding variance in bad ways. I like playing Fiora but I'll be one of the first person to tell you that an issue I see with Fiora and a reason why you don't see much changes to her is that she lacks good counter-play. Burst of Speed somewhat address that, but then you hit the issue of it changing Fiora's playstyle.

Personally, I hate the Burst of Speed change. I hate it alot. Yeah, people want Fiora to have an escape or hard CC, but my response to it is, 'What Fiora provides just have to be better than to make up for the lack of those features'. If she has a weakness, there is no reason that weakness needs to be removed. Unless the weakness outright prevents her from doing what she is designed for, then there is no reason to removed it.