Fiddlesticks Rework

Zullar··1 votes·1,095 views

INNATE: Dread When Fiddlesticks or any ally stands still for 3 seconds it creates a Scarecrow Ward. This ward provides vision and has 3 life. Only only one ward per player. 60s cooldown after placing or being destroyed. Scarecrow Wards can not be placed in brush.

When out of combat Fiddlesticks can secretly jump into a scarecrow ward from 500/1500/2500/3500 units away by right clicking on it. While taking the place of the Scarecrow Ward Fiddlesticks can channel his abilities without showing to the enemy. After leaving the ward Fiddlesticks gains decaying movement speed over 4 seconds.

Terrify Range: 550 Cost: 50 mana Cooldown: 15 Duration: 1/1.25/1.5/1.75/2

After channeling for 1 second Fiddlesticks fears all enemies in a radius. Resets on takedown.

Drain Range: 575 Tether Range: 650/950/1250/1550 at levels 1/6/11/16 Cost: 80/90/100/110/120 mana Cooldown: 3 sec Magic Damage Per Second: 80/105/130/155/180 + 45% AP

Fiddlesticks drains the life of the target over 5 seconds. During this time the target deals 50% reduced damage. Heals for 60% of damage dealt.

Dark Wind Unchanged

Crowstorm Unchanged

Just an idea for a fun passive.

3 Comments

The Ecdysiast1 votes

Concepts and Creations.

And they're already working on the rework, doing so in a completely different direction from what you're suggesting.

mzicio1 votes

No, not really? I've been following the rework closely, and they implied quite hard that they're trying an iteration of the "fake scarecrows" idea.

Agent Corgi1 votes
  • Passive: I've seen this concept quite a few times on the Boards in some capacity. Planting Decoys can offer up some spooky gameplay & you can definitely setup some neat plays off that.

  • Terrify: If Fiddle does keep his Fear in some capacity, it has to not be Click & Point. In your concept, my guess it's a Cone-shaped skil shot similar to Talon's W. Thats fine and I'd be ok with it, but resets might break the ability.

  • Drain: Seems unchanged, other than increased tether range at later levels & the drain target dealing reduced damage during the drain. It doesnt sit right with me as I feel like you would be able to abuse that in other positions like Support or Toplane. Also it would be impossible for immobile targets to break the tether if they lack CC or an escape.

  • Dark Wind: This ability is one of the few Reasons Fiddlesticks is recieving a VGU in 2020. It's current iteration just isn't fun to play around, plain & simple. This & his Point & Click fear are the main reasons why he's played in the supporting position, it needs more skill expression.

  • Crowstorm: This ability NEEDS to be unchanged. It's much too iconic for him to lose. Fiddlestick's VGU Gameplay Designer Squad 5 mentioned that this would stick around in the upcoming rework.


Overall, I'm ok with the Passive & Ultimate. His [Q] needs to lose the resets, otherwise I can live with it being a skillshot. The [W] still feels unintuitive and seems like it'd be way too strong in certain Circumstances. Fiddlestick's Dark Wind NEEDS to be changed, it's not a healthy ability.

Final Score: 2/5, 2.5/5 if his Fear loses it's reset mechanic

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