Fiddlesticks VGU

Elite4Runner··1 votes·1,221 views

~~I might need to do some digging in order to find it, but I remember a rework concept that another user posted on the Boards that I really liked. I don't want to steal their concept and take credit for it, so if i find it later I will link the post. ~~

~~The thing(s) that I want to give here is / are some modifications to the major concepts of their suggestion that I think would make for an interesting kit. ~~

At this point, .. my concept is different enough lol

Passive, when Fiddlesticks stands still for x seconds, he turns into a scarecrow. As a scarecrow, he does not display a healthbar but can be targetted and DOES take damage (may have bonus resistances in this form, .. or might have less resistances depending on the play style the development team wants to take this.). Damaging and / or displacing Fiddlesticks as a scarecrow does not reveal him. Fiddlesticks also turns into a scarecrow when he dies. Moving will cause Fiddlesticks to resume his normal form and will periodically be empowered to fear all surrounding enemies.

One of the non-ultimate abilities will allow Fiddlesticks to summon a clone that will path to a target location. Upon reaching the target location or taking fatal damage along the way, the clone turns into a targettable scarecrow that will remain for a time limit or until a scarecrow unit limit is reached. The clone provides vision while in route, but the scarecrow(s) only provide vision when being attacked. Added: If an existing scarecrow is within 2000 units of Fiddlesticks, it will reanimate with Fiddlesticks's current health and path to the target location. If a clone takes fatal damage in route to the target location, it is destroyed and does not become a scarecrow.

Allowing the enemy to destroy clones while they are animated, gives further incentive to destroy them, even when they are aware that it is a clone.

A different non-ultimate ability would allow Fiddlesticks to channel his crows to fly from his current location to a target scarecrow within range. The crows are only visible to enemies if one or both scarecrows are within enemy vision. During this channel he will become a scarecrow, but displacement will cancel the channel. Upon completing the channel, Fiddlesticks can resume control from the new location.

I would leave his ultimate as something similar to Crowstorm, but without the blink. The previous ability could be swapped with crowstorm in order to limit the mobility by a longer cooldown. In that case the non-ultimate Crowstorm would need to be heavily nerfed, and I would give the new ultimate a global range. This would also give him a second damaging ability for laning, jungling, and trading.

That is his passive and 3 of 4 abilities, .. This leaves one more non-ultimate ability, and it would need to be a damage / sustain ability, especially if he is going to be played in the jungle. To be honest. I don't recall the fourth ability from the other concept. I would keep his bouncing crows, but remove the silence (I hate the silence) and it should only be able to target units Fiddlesticks has vision of (I hate that about his current kit the most) and add a spellvamp passive to their damage.

I think this makes Fiddlesticks a lot more scary. When you see a scarecrow, you can never be sure if you should attack it or ignore it. And just because you have decided that it was a scarecrow, doesn't mean it is still a scarecrow.

I could see several big downside to how certain interactions would work with scarecrows. For instance, Kleptomancy would either need to proc on scarecrows or it would reveal that they are not the real Fiddlesticks. On the other hand, if they were coded so that Klepto does not proc on Fiddlesticks while in scarecrow form, this would be a way to deny players the proc. If I had to decide of the two, I would prefer the latter because that gives the player the ability to maintain the illusion of just being a scarecrow, but puts them at risk of getting killed if they just stand and take the damage. An alternative exception could be written in to allow a maximum of 2 Klepto procs per Scarecrow, regardless of that scarecrow being the real Fiddlesticks or a fake.

Also, certain abilities would need to be considered. If Illaoi is able to hook a scarecrow, should it pull a spirit? If that spirit is destroyed, should that scarecrow become a vessel? I think so, but remember, the scarecrow is not going to move, so it will only spawn one tentacle and the tentacle isn't going to actually damage the scarecrow. The general idea is, whatever abilities could be used on the scarecrow to maintain the illusion of being Fiddlesticks in disguise should work UNLESS that would give the enemy a means of spamming and abusing the scarecrows.

There could be some debate on if Fiddlesticks and his scarecrows would be immune to charms, taunts, and fears, OR they will not cause scarecrows to move, but will work on Fiddlesticks while in scarecrow form. Again, this would come down to if it is better to have players pretend to be a scarecrow indefinitely at risk of dying (the damage from the abilities would still go through, he would just block the spell effect), or if the enemy should have an opportunity to force him to reveal himself.

There is obviously a lot to consider in this concept, and I am more than likely not thinking of some major problems. The complexity alone might be a reason for this to not be done, but if something like this made it to the rift, I think it would be interesting.

2 Comments

Elite4Runner1 votes

Of course, after I posted this I remembered a better idea I had while discussing this with the other person.

The clone ability had a range of around 2000 units. If there is already a scarecrow within this range it commands the scarecrow to animate and move to the new location. If there is not a scarecrow within range it creates a clone from Fiddlesticks's current location. The clone can not fear, attack, or use any other abilities. This will help to keep the scarecrow count down, and adds to the spooky factor.

I also thought about the issue of scarecrows being abused as indestructible tanks for monsters, minions, and towers. I would really like to keep the idea of a scarecrow being something an enemy champion can waste time attacking in hopes of getting a free kill, .. eventually giving up, then see it animate again, not knowing if it is another clone or the actual Fiddlesticks. A solution to this might be to allow the scarecrow to be destroyed / dissolved under towers like Azir's Sand Soldiers. Minions and monsters would ignore scarecrows completely. This would actually allow a clone to tank some damage until it becomes a scarecrow

Elite4Runner1 votes

As a scarecrow, he does not display a healthbar but can be targetted and DOES take damage (may have bonus resistances in this form, .. or might have less resistances depending on the play style the development team wants to take this.).

The reason I want this is because I want to encourage the player to try and trick the enemy into targetting the scarecrows, or to think that they are a scarecrow by just standing still. With greater resistances, it gives the player the incentive to stand and tank the attacks instead of just running away. With lower resistances it would give the enemy more incentive to attack a scarecrow, but why would the player just let that happen?

I have a solution to this, and a way to make it visually interesting. When Fiddlesticks, or a clone becomes a scarecrow, a murder of crows flies away from his model. After a few seconds in this form, the crows fly back to perch on the scarecrow. Before the crows return, Fiddlesticks has greater resistances. When the crows return, his resistances drop.

Keep in mind, Fiddlesticks would still periodically gain the ability to fear nearby enemies when he breaks his scarecrow form. When the enemy sees a scarecrow that has crows on it, they might be tempted to see if they can get a free kill or they will just ignore it because, "why would a player just be sitting there?" .. So he either gets away with doing nothing in plain sight, or the enemy will walk within range and get feared.

I also fully expect that bushes would be used as a way to 'jump scare' the enemy. Place a clone in a bush and when the enemy walks into the bush they see a scarecrow and it would literally scare them because they think it's the real Fiddlesticks. If he doesn't immediately fear them, .. it's probably a fake, .. right? So when Fiddlesticks commands a scarecrow he has hidden in a nearby bush to move, they will probably think that is the real one.

Also, think of this as a jungler.

If he can direct a clone to show itself over a warded area, he could trick the enemy into running away from it, toward the real Fiddlesticks. .. Or trick them into following it, away from the real Fiddlesticks.

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