5.22 Fiddlesticks problems
Hello. I main Fiddlesticks. I'm a terrible bronzie, but I play a just-plain-stupid amount of Fiddlesticks, so when there is changes, I can feel them.
Disclaimer: I'm a terrible bronzie so take that into consideration when I say these things:
Fear is bugged. Has been bugged for a long time in various ways, but now it appears to be worse. The bug where you cast Fear at the same time your opponent casts a certain ability, and your opponents ability works fine, you hear Fear effects (however you don't see it), and it goes on cooldown, but your opponent was never actually feared - that bug is back with a vengeance. Just anecdotally from the few games I've played, it appears to have this issue with Master Yi (as he Alpha Strikes), Vladimir (as he pools), Quinn (as she does her dash-jump-slow ability, whatever that's called), LeBlanc (as she re-casts her jump ability to return to a previous position), Ekko (as he casts his back-in-time ability), and I'm sure the list goes on since I've only played the patch for 5-6 hours. My layman's guess here is that my client thinks I got the Fear off in time and it plays the audio and serves me a cooldown, but the server's like "Nope, your opponent did his move first" due to latency differences. But I don't really know.
Yeah, Fear is a very powerful Q. But it's just not cool for it to go on cooldown when it never actually happened. And in the world of fast moving teamfights, that Fear cooldown is so long that it's basically a crucial once-per-teamfight ability down the drain.
I used to be able to sneak a solo level 4 Dragon and catch the other team unawares, but I can't seem to do it anymore. Here's what I used to do:
Buy Machete. Put point in Drain. Do Gromp (smited), put point in Dark Wind. Do Blue, then Wolves (smited). Put 2nd point in Drain (none in Fear yet), then back. Buy Stalker's Blade. Time should be 3:10ish leaving the platform. Do Krugs, then Red, then Raptors (smited). Put point in Fear. Nearly full health and mana, and Blue buff is just about to end. Head straight to Dragon with Raptor buff to ensure you're unnoticed. Do Dragon (smited). Finish with about 1/3 health remaining and low mana, at around 6:00.
But now I just can't figure out a way to get that done. Part of it might be mastery changes (my Smite is on a longer cooldown now, which interferes with the rhythm and timing). But I just feel super weak. Weaker than normal. I know Fiddle is a weak early jungler very susceptible to early counter-jungles (I'm scared to death of Lee Sin), but it just feels much worse. Another part is probably the item changes. Now I have to start with this Hunter's Talisman. I can't start Machete unless I want to buy pots (normally I never used them on Fiddle, as he heals himself!) or be nearly executed by Blue or Wolves. My damage dealt to the Dragon seems to be lacking. I can't get it done. In a few tries now, the closest I've gotten before I would have been executed was about 1600 Dragon health remaining. I run out of mana, but even if I didn't, I'm just not healing enough to win the fight, either.
I'm constantly out of mana in this patch, and the trade-offs make me underpowered. Get this, even with Unholy Grail, Morello's, and Blue buff, I'm still running out of mana occasionally (granted I do now have 45% CDR). I hate having to buy both mana items (Grail+Morello's) because I have to then wait so long for the Rabadon's. I tried Tear into Archangel's on this patch but it really wrecks my early game even more if I do that, and this new patch seems to be all about the early game. I'm lucky to reach 500AP by the end of these 5.22 games, made worse by having to buy items skewed more towards mana regen vs. AP. Before, a full build of Seraph's+Zhonya's+Rabadon's+Stalkers/Runeglaive+MagicPenBoots+Rod Of Ages+Elixir gave me unlimited mana, over 1000 AP and 23 magic penetration with the runes/masteries I used to have. It was the most decisive teamfight winner I've seen in the (bronze) League. But I don't think I'll be getting to a full build very often in 5.22.
Crowstorm: Is it cool if I still gripe about the channel mechanics of Fiddle's Crowstorm ult/R ? Can you name another channeled ult/R that goes on it's full, very long cooldown even when it never actually happened (even if simply self-cancelled)?
No, no you can't.
One of the most annoying things for us Fiddle players, is when your teammates think you suck and make fun of you because you ulted a blank space where the teamfight WAS moving towards, but it happened to change direction as you channeled (you end up looking pretty dumb). With how fast the game has become the past few years, something needs to change about this. Teamfights change position much faster than they did when Crowstorm was initially conceived. Everything is faster. Crowstorm is still slow and not cancel-able.
Damage is lacking, especially on Drain, and especially early game. Get this, in one game I had earlier today, at about level 8-9, I caught out a Viktor in my jungle alone, and he only had 50% health while I was full health. And I got the drop on him. I hit him with Fear, Dark Wind, Drain, in quick succession. The moment Fear ended he 100-0'd me with his combo (he was not fed at all, we were approximately equal) and continued on his way with about 15% health. I couldn't even believe it.
Actually, I could. This is a common thing lately.
Bonus Crowstorm: This one actually doesn't benefit me. This is a long-standing bug: The visual circle indicating where you will take damage from Crowstorm is not large enough. I would actually say MOST of my ult kills occur against people who are visibly outside the circle. It is unclear to my opponents where the damage zone actually ends. I would encourage Riot to make that circle visually a little bigger to match it's actual damaging area of effect. Please don't reduce the damaging area of effect to match the visuals. LoL
Fiddlesticks emotes are old, few in number, lacking in diversity, and stale. They literally smell like Karthus. Can we get some new audio/visual shiny's please?
Dark Wind: This one doesn't benefit me either: Dark Wind looks rather stupid when it bounces of the spot where it's target used to be, but since the target is dead, there's literally nothing there, but then it continues on anyway to bounce to other targets. I think that ought to be changed. It shouldn't be able to bounce off of nothing. If that low-health minion dies while Dark Wind is enroute, too-bad-so-sad should really be the game's response. It shouldn't keep going. Maybe have it disintegrate in midair when the bounce target dies first.
I mention this because I killed TWO people with a single Dark Wind earlier today when the initial minion had died before the Dark Wind got there. It bounced off nothing, then twice each on my opponents, killing both. They were understandably angry. It doesn't seem right.
Maybe to offset this minor nerf you could slightly increase the base damage of the ability. It's plenty strong late, but incredibly insignificant early, and I really miss being able to play Fiddlesticks in a lane. A little Dark Wind base damage buff might make him able to clear and CS and possibly play a lane again.
Drain straight-up fails sometimes. I've had it where he'll visually be standing tall with his arms out, facing his Drain target and quivering like he does, but there is no actual Drain occurring. It's hard to tell what exact situations this happens in (usually occurs in very chaotic moments of teamfights) but it definitely occurs with more frequency when an opponent Pantheon is involved - but not exclusively. Riven might also be causing it occasionally, too. This is a major issue because it will take me that slight crucial moment to realize I'm not actually Draining like it appears that I am (no damage, no healing, no visual Drain-link between Fiddle and the target, etc.). Then I'm dead. BOOM. Too bad, so sad.
Also, since Drain's link range was nerfed a year-or-so ago, there has been an introduction and proliferation of ways for opponents to get out of range faster, or instanly. And new champs with this ability (Ekko, RekSai, Bard, etc). I would be in favor of a slight re-increase of Drain's link-retention range. It's comparable to Morgana ult / LeBlanc chain / Karma link in distance, but Fiddle has to stand still!!! LOL
Thanks for reading! Here's to hoping Fiddlesticks becomes a relevant champ again, someday. <3