Another Fiddlesticks qq thread - Kinda
Some are long-ranged, some are short-ranged, some are Fiddlesticks, you get the idea.
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Fiddlesticks
Fiddlesticks is a special type of immobile: he actually has to stand still to use some of his abilities, leaving him slow to respond when team fights move away from him. By giving him the tools to go with the flow as the fight moves around, we’re sharpening his role as an explosive fight-starter, surprise party enthusiast, and spooky scary... scarecrow. This also gives us room to dial back on some of the more binary parts of Fiddle’s kit, like his long-ranged fear or his permadrain. The result is a more interactive Fiddlesticks who’s better able to position himself to make plays.UPDATEDPassive - Dread SCARECROWFiddlesticks gains Dread after not moving for 1.5 seconds. Immobilizing crowd control resets this timer. If Fiddlesticks has Dread, moving causes him to gain bonus movement speed. DURATION1.5 seconds MOVEMENT SPEED25/30/35/40% (at levels 1/6/11/16) Q - Terrify RANGE575 ⇒ 525 W - Drain COOLDOWN10/9/8/7/6 seconds ⇒ 4/3.75/3.5/3.25/3 seconds DRAINEDCooldown now begins at the end of Drain’s channel E - Dark Wind NUMBER OF BOUNCES5 ⇒ 7 TARGETINGNow prioritizes Drain targets R - Crowstorm CLOSE ENOUGHWill cast at maximum range if cast out of range STAND HERE FOR DEATHNow uses the ‘On My Way!’ Ping
Less expensive, build path smoothed out. Ability power reduced and cooldown increased. Now grants cooldown reduction.
Zhonya’s Hourglass struggles to maintain two very expensive characteristics: it’s a top-tier ability power item that also boasts one of the strongest actives in the game. Historically, this duality has forced us to lock Zhonya’s behind a steep price tag or awkward build path - usually both. There are other items which offer tons of ability power, but no other item shares Zhonya’s’ active, so we’re going all-in on its identity as a defensive utility item. That decision has allowed us to drop the price of Zhonya’s to the lowest it’s ever been in League history, making it more readily available in times its stasis effect is truly needed.
TOTAL COST3500 gold ⇒ 2900 gold BUILD PATHSeeker’s Armguard + Fiendish Codex + 800 gold ABILITY POWER100 ⇒ 70 NEWCOOLDOWN REDUCTION10% STASIS COOLDOWN90 seconds ⇒ 120 seconds
Aura now scales with level and no longer affects minions. Now grants cooldown reduction.
In a mage-vs-mage matchup, the winner often comes down to who finishes Abyssal Scepter first. Its 30 ability power bump on completion synergizes with its magic resist reduction aura to create a huge combat advantage upon completion. If that weren’t enough, the aura also makes it much easier to push minion waves into the enemy turret, denying opponents the gold necessary to finish their own Scepter. We’re repositioning Abyssal Scepter to play up its defensive aspects, while tuning its aura to be less oppressive in lane but more relevant in the late game.
TOTAL COST2350 gold ⇒ 2750 gold BUILD PATHFiendish Codex + Negatron Cloak + Amplifying Tome + 695 gold ABILITY POWER70 ⇒ 60 MAGIC RESIST50 ⇒ 60 NEWCOOLDOWN REDUCTION10% MAGIC RESIST REDUCTION AURA20 ⇒ 10-25 (at levels 1-18) REMOVEDMINION HATEAura no longer applies to minions
Zhonya's Hourglass is now cheaper with 30 less AP, 30 sec longer cool down (2 minutes) and with 10% cdr. Abyssal Scepter now cost more with 10 less AP 10 more MR with 10% CDR not longer affects minions and the Aure scales with levels being weaker early but stronger late.
Fiddlesticks W - Perma drain is now basically gone if you do not grab any CDR. A champion who can easily be forced to break it by CC or faster enemies, without a
on Fiddlesticks unless they have
and dashes.
His Passive needed to be removed but this new one just makes 0 sense. Who ever thinks of a Scarecrow as..fast. Its only 1.5 seconds long too. Thematically I see no reason for that passive. I agree is Fear is a toxic single target ability with range but we could argue that about Annies passive for Fiddlesticks.
It would make more sense for his Fear to be tied to his passive with a Q using his Scythe. Yes I am aware Scythes aren't actual good combat weapons but neither is giant fucking swords or broken swords for that matter. So realistically, that can go fuck it self.
Fiddlesticks lore which more than likely will get changed one day to what ever god awful mess that may become. He currently is supposed to bring fear with the Crows and his "Unearthly Scythe". Instead he throws a pin ball than almost randomly bounces between targets who is closer, hasn't been hit or is being drained. Crows are hardly used in his kit or even barely seen. When he ult it looks like barely visible black dirt is flying around on the skin doing nothing to anyone. We just accept the crows are hitting targets despite they don't even appear to be.
You gave his Dark Wind 2 more bounces and gave us some control over his E with his W. That is great. I really can't stand abilities I have no control of or lack of (
) . So I am grateful that his Dark Wind - E - feels like I have more control over.
But CDR barely helps his kit do anything. It only makes his Drain closer to where it used to be and his Ultimate shorter which is nice but a Good Fiddlesticks Ultimate is so good having that his team could almost win the lane/game off it so it being on a shorter CD only makes it easier for the Fiddlesticks who generally fails with their ult. It bring his Q down but thats another problem of where a 2.25 second cc nearly down to 5 seconds at around 40% CDR. His E feels very lack luster and at times it is only ever good when you meet those players who kill their own teammates who stand right on top of each other.
What if Fiddlesticks cancels his Ultimate (by himself, not enemy) before he finishes it, why not put it on a reduced cool down.
For the longest time I have felt very under-excited when I play Fiddlesticks before this patch. Now i just don't feel like playing him at all anymore after trying him out on the PBE. The Passive feels like a cheap sham of a passive to remove some of his poor damage that also took a hit with W being on a longer CD and the nerf on Zhonya which is a core item.
and lets get on Core items. My Science is this shit expensive. He needs so many damn items, its insane.
are 2 crucial items that can save a Fiddlesticks and keep the enemies in his Drain and Ultimate so his team mates can successfully finish them off. Zhonya cost less. Great cause he needs that. He has to rush it.
Then his role is primarily focused to Jungle because...of his core items and his lack of maneuverability in a lane dominated by maneuverability or where immobile mages just straight out dominate him in lane and are just more viable than he ever will be. Buffing his numbers isn't healthy. Its just going to make a champion stronger for the wrong reasons.
lets look at his jungle items.
. This item is crucial because if you don't start a jungle item in the jungle you lose out on xp the issue is this item only has 60 AP and 7% move speed to his higher priced counter part
which has 100 AP and 10% move speed.
Runic Echo has the active and the mana sustain on Fiddlesticks but the issue is you either get Runic Echoes 1st or Zhonya's Hourglass.
Get Runic Echoes 1st to slightly speed up your roaming but you risk Survivability by not Grabbing Zhonya's HourGlass and not to mention now you are forced to grab CDR on Fiddlesticks for his W - Drain. If you get Zhonya's Hourglass 1st and have proper vision that 7% move speed doesn't mean shit and if you know how to conserve your mana. Around mid game Fiddlesticks mana issues is gone. After all hes really only using 1 Ability the majority of the time.

With AP items such as Runic Echoes and Zhonya's Hourglass having so little AP it is a must you buy
to increase the minuscule of AP he has with items like Rylai's and Void Staff to increase his Effectiveness in game. If you count Boots, an item that is poorly and sadly required on most champions, where is
? How can Fiddlesticks grab any of these items?
if Fiddlesticks could use his Scythe in close range for enemies that got right on top of him when his Drain failed he could even make use of items such as
if he had a low CD Ability like AOE close proximity swipe with his Scythe.
His terrify deals no damage. This is a big issue on FiddleSticks's damage output. He has to either have so much AP or have so many Crow bounces or numbers outrageously high and unbalanced to be effective.
Dark Wind looks like a joke - In fact it looks comical and cartoony. A bird bouncing between targets like a pin ball when it should be a Swarm of Crows in a Cone skill shot or a small flock of Crows flying back and forth between enemies pecking at them causing them to experience fear in someway.
Fear should be apart of his ENTIRE kit. Not limited to just a Quick Shrug of the shoulders sending enemies running slowly away. His terrify should be attached to his passive where it empowers his kit to pull off fear while also stopping immediate instant single target CC where counter play is hardly present in those situations without a
/etc
I have spoke about Fiddlesticks before, but these changes to him are a sham. I even saw a rioter saying something like "we can just buff his numbers". You could do that to any un-viable champion so whats stopping you from doing that any of them? Fiddlesticks can already deal enough damage eventually, the issue is his kit is way to heavily relied on his Drain, it hurts him. Stopping that one ability prevents 1/3rd of his damage. Whats his other 2/3rds of damage? A long ass CD Ultimate R - Crowstrom and a decently length E - Dark Wind that is almost random on who it hits while not being random but sure does feel random. 2 of his Damage abilities FEAR CC. Stopping one of those abilities if not both generally makes the Scarecrow run away in fear ironically while hes supposed to be causing it.
So please. Adjust Fiddlesticks better and give him the proper change/update he needs. This update was just a small tweak to make people go "oh let me try him out on this change" when nothing really changed about his kit other than mostly nerfs to his Damage with MR removal - longer primary damage CD and shorter CC range with a core item getting nerfed in favor of CDR and a lower price point and a 1.5 seconds move speed buff that generally will not be used when the sucker presses
on incoming CC after his uses Crowstorm.
This 1.5 second speed buff sickens me. Makes no sense for a Scarecrow to go fast for any kind of second. If you wanted to you could have done a better job with it and have his Crows carry him over the rift for short distances. Now that would be scary. A fucking Flying Scarecrow being carried and dropped off by crows. but nope hes gotta go fast for 1.5 seconds.

