Khell DarkWolf
Hey Rickless,

I want to talk about the upcoming changes to MF (Miss Fortune) on the PBE soon and much like any rework/tweaks being a MF main. I want to make sure we both as the players and the staff get something cohesive and workable with constructive feedback.

I wasn't there and paying attention to provide feedback in early stages for Skarner's rework so safes sake. Lets get something that is fun and iron kinks before we have Miss Fortune pushed to release.

Some of my concerns are:

- Strut Passive: Changes and Thematically removal of it due to how it functions and doesn't fit in her kit

- Double-Up & Impure Shots: Discussing the removal of base stats

- Make it Rain: Tweaks to the ability

I'll start off with Double-Up and Impure Shots.

Double Up

Mana Cost reduced to 55 (from 70/75/80/85/90)
Cooldown changed to 7/6/5/4/3 (from 9/8/7/6/5)
Damage to 1st target changed to 110% AD (from 25/60/95/130/165 +75% AD)
Damage to 2nd target changed to 120/130/140/150/160% AD (from 30/72/114/156/198 +90% AD)
Changed the criteria for selecting the 2nd target*
Updated the range/targeting indicator to help communicate the change in 2nd target criteria

Impure Shots

Mana Cost reduced to 30 (from 50)
Cooldown changed to 15/14/13/12/11 (from 16)
Passive's damage changed to 6% Total AD per stack (from 4/6/8/10/12 damage per stack)
Active's Attack Speed buff changed to 20/30/40/50/60% (from 30/35/40/45/50%)
Grievous Wounds duration reduced to 2 (from 3)


I understand that you want to make MF more late game scalable, but I do urge you to not remove the base stats from Double-Up and Impure Shots. Miss Fortune relies on that damage during the laning phase to make her presence shine.

The most notable is Double-Up, she loses damage in the early stages (yes) to gain a supposed late game special. But you have to take into account is that fact that Double-Up is used more often during the laning phase because of how the skill is more open to usage to from minion shots to hit someone in the back.

Mid/Late Game rolling around, you rarely ever get the chance let alone to use Double-Up for it's intended purpose because fights break out and you have to hit the closest target and hope for the bounce to damage someone that would be preferably squishy. Thus when mid/late game hits, its autoattack and then quickly use Q to get that ramped up Impure shots stacks faster.

I like the reduced mana costs and cooldown reduction times with per skill point, but she needs that flat base damage on Double-Up to have incentive to continue skilling up Q.

On to Impure Shots:

Same concept with Double-Up, Impure Shots still needs some flat base stats and a reasoning to put points into for choice of the Player.

The only change suggestion (don't get me wrong, I like all of the other changes in these abilities if I don't stat them or otherwise list them) I have here and reasoning behind it is to lower the flat base and scalings to:

Impure Shots

Passive's damage changed to 2/4/6/8/10 + 4% Total AD per stack (from 4/6/8/10/12 damage per stack)
With this, the MF player can choose between one of two routes (or three since I haven't talked about make it rain yet) for priority skill point maxing.

- Route One: The MF player can max Double-Up first for that ranged harassment if she has a hard time staying in combat range to poke someone in the back of someone. With atleast a one point wonder into W Impure Shots, she can ride out on the 4% of her total attack damage ratio until needed.

- Route Two: MF players can max out Impure shots first instead to get that extra passive stacking power since they feel better suited to stay in extended combat and autoattacks with the total attack damage ratio as the icing on top for mid/late game scaling. With Double-Up having only one point in it at this point, she atleast can alternate in-between autoattacks like usual MF playstyles to add extra impure shot stacks and still have a flat base dmg from the Double-Up

Miss Fortune thrives on having a decent laning phase to get her to that late game, don't remove that aspect of it from the players. She can bully, but shift some of it in a way like this I proposed so she still has some of that early game plus but can still look forward to having something later down the road for the lategame.

Now like any other Miss Fortune mains can agree on, Make it Rain has its own issues that prevent us from maxing sooner because of mana gating and usage to how it works.

Where the MF players are split on though is:

- One portion think Make it Rain should be removed to make room for a better skill such as a dash
- One portion think it needs to have mana cost reductions
- One portion wants the slow to be more effective at how it is used
- The last portion thinks it should deal Attack damage

Let me start by saying Make it Rain isn't a BAD skill, the way it works at the moment in conjunction with the rest of her kit doesn't take priority over the other 2 basic skills because of how it scales and how mana costly it is for such a short range spell.

Make it Rain should stay on her, I strongly feel this. The tweaks I feel she needs for it though are:

- Experiment with a per skill point mana cost reduction like Impure Shots
- Widen the radius or increase the range to how far she can cast it
- Maybe in addition to these 2, add a 0.2 attack damage scaling with her current AP ratio scaling on it

This is what I feel will give a little more breathing room to the Make it Rain problem.

Now onto the next and final point.

- Strut Passive:

I'm adamant on the fact like any other MF player, Strut feels nice when the passive is fully charged and working but frustrating when even sneezed on that you lose all the movement speed and you feel like you have been slowed or exhausted (when really you haven't).

It throws all the timing in your orb walking off and makes it hard to gauge what your actual speed is when strut is constantly usually on when you're not in combat

It's only usefulness is when moving from lane to lane and for a Champion like Miss Fortune to have the tools to be better in combat and dueling. Strut thematically doesn't fit her theme to how it should function.

It is just like Boots of Mobility which Strut essentially is a weaker version of. Miss Fortune wants to be constantly in combat to make full use of her talent, Strut doesn't encourage this and how it works currently doesn't fit her.

Strut should be removed, with a small portion of a base movement speed added to her current base movement speed.

This would be cohesive and static to not throw off the players using her to play guess work on her movement speed, Miss Fortune would be a nimble marksmen with the raw movement base stat and not step on Sivir's toes since Sivir has a passive that gains extra movement speed from autoattacks.

So the question now is.

With Strut removed, what do you replace it with?

To be quite honest, I want to see a passive that works with her two trademark pistols.
Not much is said in the lore to what they are or what makes them special and does open possibilities to what can be done for a new passive.

I believe it should be called: Shock & Awe

to spin off her joke.

One suggestion I read from this was to have this passive apply a similar debuff like the Exposed weakness mastery in the offense tree in which allies that damage Miss Fortune's debuffed target she damaged they deal an extra 1% of damage.

Clever in a way, but I still think it needs more fleshing out.

I would see this as a two way running passive like Akali, since another approach (instead of the exposed mastery idea) could be that hasn't been seen in the current champion pool:

- You could have every 1% point of Attack speed give maybe 0.25 - 0.5 AD? (Awe's trait)
- for Shock's trait, I'm not sure but just throw ideas into the blender. Maybe every 1 point of flat armor pen she gains Magic pen or something? or something even more unique to fit the idea of what Shock really means and feels

I'm sure I can speak for every Miss Fortune player when I say:

We only want the best for our Champion, we think it would be awesome to make her more viable but definitely don't want her to become the next flavor of the month Jinx and Lucian to the point where we won't get the chance to play her like some of the Kassadin players.

Let's Discuss Miss Fortune, Ricklessabandon.

- Khell
4 years, 1 month ago
qa analyst
Originally Posted by Khell DarkWolf
Let's Discuss Miss Fortune, Ricklessabandon.
sure thing, but the kit changes you're referencing are very much out of date. the current changes will be on the pbe (with notes) soon, which will make for more relevant discussion overall. might be best to wait until the current iteration is playable on the pbe. :3
4 years, 1 month ago
qa analyst
re: galio - he's never really had an official timeline. there was a period of time (like, 6 months ago) during which i thought i'd be able to spend some time working on him, but i've never been able to prioritize him above other large projects. doing these miss fortune changes has at least shown me that a workflow that allows for working on larger projects in pieces (if planned out right), so i might be able to slow burn that project now with these recently learned lessons.

re: graves - no one is doing any work on graves currently. i don't think he's planned for upcoming changes in the immediate future either, but there have been talks about what direction(s) to explore whenever he is up for changes.
4 years, 1 month ago
qa analyst
Originally Posted by SSLRranma
rick - are these changes going to kill mage fortune? (lich bane/liandry build)
hmm… given the current iteration, some things are better with that and some things are worse. i don't really know how it adds up in the end—it's really best if you see for yourself.
4 years, 1 month ago
qa analyst
Originally Posted by Khell DarkWolf
which PBE notes is MF slated to pop up in Rickless? After 4.5?
within the 4.5 round of changes. she'll be in this week, assuming we update again before the weekend.
4 years, 1 month ago
qa analyst
since miss fortune will be back up on the pbe either tomorrow or friday, i figured i could give you guys a quick preview of the current iteration for the interim. i'll still be using the pbe thread as 'home' for most of the discussion and reports, but think that this is probably a better place for this until the changes are actually playable on the pbe.

please remember that these are changes i'd like to test on the public beta environment. these are subject to change, and as such they may not be representative of what changes (if any) ship in future patches.

Strut (P)
  • Now displays its Movement Speed bonus on its buff icon
Double Up (Q)
  • Mana Cost reduced to 43/46/49/52/55 (from 70/75/80/85/90)
  • Cooldown reduced to 7/6/5/4/3 (from 9/8/7/6/5)
  • Damage to 1st target changed to 20/35/50/65/80 [+85% Total AD] (from 25/60/95/130/165 [+75% Total AD])
  • Damage to 2nd target changed to 40/70/100/130/160 [+100% Total AD] (from 30/72/114/156/198 [+ 90% Total AD])
  • Target selection for 2nd target updated
Impure Shots (W)
  • Mana Cost reduced to 30/35/40/45/50 (from 50 at all ranks)
  • Passive's bonus damage changed to [6% Total AD] per stack (from 4/6/8/10/12 [+5% AP])
  • Attack Speed changed to 20/30/40/50/60% (from 30/35/40/45/50%)
  • Grievous Wounds duration reduced to 2 seconds (from 3 seconds)
Make It Rain (E)
  • Cooldown reduced to 14/13/12/11/10 (from 15 at all ranks)
  • Duration increased to 3 seconds (from 2 seconds)
  • Slow changed to 25/35/45/55/65% (from 20/28/36/44/52%)
  • Vision granted by Make It Rain now more closely matches its area of effect
Bullet Time (R)
  • Now applies stacks of Impure Shots (does include bonus magic damage from passive; does not include grievous wounds from active)
  • New passive effect: increases the stack cap of Impure Shots to 6/7/8
  • Damage reduced to 50/75/125 [+20% AP] (from 65/95/125 [+35% Bonus AD][+20% AP])
this weekend should be fun~
4 years, 1 month ago