Fiddlesticks (Minor) Rework Idea
Hey there, Master Fledgling here!
In the words of the Angryhoneybadger -- 'Runeglaive does absolutely nothing for Fiddlesticks.' The poor guy-stick-demon has almost no place in the meta at the moment, aside from support which he does moderately well. I have found success in off-tank, cinderhulk builds, but they are not optimal.
But rather than try to force him into the intended position, why not rework him a bit so he can snuggle in with the rest of the jungle crew? Or make him viable in other places? Enter my rework.
Right from the beginning, lets' make some things more active with Fiddle. At the moment, he is a very simple, high risk high reward medium.low skill champion. I main him, so calm your butts other fiddlesticks mains. You either out sustian and DPS a feared target with drain or you don't. That's it.
Base changes: Haven't looked at his stats yet, but an increased AA range to 575 would be lovely IMO.
Passive rework: Reaper (NEW): Enemy champions and non-turret units below 10/15/20% health are dealt an additional 10 + (1.5 * Level) magic damage on hit and activates on hit with Fiddlesticks damaging abilities.
Reasoning: Firstly: Riot is phasing out AOE passives and aura items. Look it up. Secondly: Ever try last hitting with Fiddlesticks? It's miserable. This also opens him up to worry less about scaling (as you will see that I am dropping ratios soon enough and adding AD scaling here and there) and more to 'Am I a tank? Am I a support? Solo lane? AD, AP, Hybrid?' He's very fixed where he is as a purely AP builder, which is why he was so SNAFU-ed by Runeglaive. This will make Runeglaive and on hit builds viable for him while maintaining his old play style of 'Ult, silence, fear, drain, profit'
Q - Fear duration changed to .5/.75/1/1.25/1.5 seconds. Cool down changed to 11/10/9/8/7 Seconds Causes the next basic attack to deal an additional 50/90/130/170/210 Magic Damage (+ 30% AP/60% AD)
Reasoning: His fear is super powerful, so shaving a bit of the lock down off and giving an additional reason to make Runeglaive a happy choice for him (as well as Devourer and Warrior) seemed good to me.
W - Drain scaling reduced from 45 (225 MAX) to 30 AP per second (150 MAX). Now causes a slow that stacks 15% per second for a maximum of an 85% slow that is removed immediately upon breaking the tether. Base amounts, cooldown and healing factor remain the same. Healing now takes into consideration damage from passive.
Reasoning:
The on hit/spell on hit damage from his passive would be overwhelming if the scaling wasn't changed, so reducing it from absurd levels to moderate levels helps even that out. For the slow, the reduced maximum fear means that old school fiddle would be suffering from people walking away after they pull themselves together. A slow helps reinforce the idea of fighting fiddle: Flee or fight, don't waffle or you die. Also helps Support Fiddle stay relevant, getting damage from levels and not items.
E - Silence remains the same (1.25 seconds) Scaling changes from 45 AP (135 MAX) per bounce down 50 AP / 70 AD BUT* all additional bounces deal a reduced amount of .5, making the total amount possible (100 AP / 140 AD) Base amounts and cooldowns remain the same.
Reasoning - Again, puts more emphasis on on hit builds, AD builds, Magic Pen builds (Since the scaling is down but base damages are up and Q now deals damage) or AP/AD bruiser builds.
R - Completely unchanged -- Applies passive per tick for a maximum of 37 (A little more than a basic devourer) * 5 = 185 magic damage on top of a potential 1625 base magic damage (Level 18)
Reasoning: Few things in league are perfect, but ulting into a group of 5 people as a super squishy mage with zero mobility takes guts. I'd be a cruel man to take that away from those bold enough to use Fiddle.
Conclusion:
It is my hope to make fiddle a much more flexible champion and with my current build (And some feedback from you all) find him a place potentially in all positions and lanes (Some better than others, mind you.) With the passive being the biggest change, DOT spells and Auto Attacks are now his bread and butter, three of his four abilities supporting this idea.
Anyways. Thanks for reading all that if you're STILL reading and let me know if this is good, back, absurd or somewhere in between.
If you disagree, please be respectful!! Thanks,
-MF
Recommended items now become:
Top lane / Mid / ADC
AD:
AP:

Offensive items:
AD:
AP:

Defensive Items:
AD:
AP:

Jungle:
On hit:
Tanky AP / AD / On Hit:
/
/
AD:

(You get the idea)