Talk:Fizz/@comment-25806801-20150605192905/@comment-10943377-20150703202724

^ oh I agree completely balance in LoL should try to stay away from being based on other peoples ping. Though I wish to point out in other games that ping is actually used to control the flow of the game and in some cases provide balancing decisions (latency compensation). More notable in first person shoorter. So yeah balance is dictated in some cases by network latency.

You seem to want to talk about unnessary delays affecting balance (refering to my comment on latency). In what way do you feel that adding a delay into Fizz's E contributes to skillful situations in which it can be used. I think just adding a flat delay to the skill takes away opportunity where it can be used more effectively because it ultimately comes down to Fizz players having to rely on prediction to dodge the critical skills in a lot of cases.

(Talking about live version) It isn't about Fizz having to work to waste cooldowns it is about using the skill to dodge the important skills that are more punishing for his opponent to miss than for Fizz to use his E. E is overloaded and it can be wasted easily if used incorrectly (a lot of his options are based on this one skill).

For the record when I was mentioning latency I was intentionally being broad because it encompasses many other factors of input delay as well as game network latency. In particular the time taken to take in information and respond with an input to be processed and sent to the server.