Thoughts and Discussion: Fiddlesticks

Stacona··2 votes·369 views

Let's get into this:

~ Fiddlesticks, imo, feels pretty outdated. Staying still gameplay makes sense as a scarecrow champion that wants to scare the crap out of you when he does move, but with mobile champions existing this can be toned back to some extent and also updated to better go off the inanimate object suddenly moving and destroying your face in. AKA lay in wait gameplay for the surprise attack! Almost like a hybrid of a ranged mage and assassin, play on this element while toning down his standing still combat to some degree.

~ Improve counter play for Fiddlesticks. Fiddlesticks shouldn't be hard countered by a ward or blue trinket, and shouldn't be devastating strong if you don't know how to use these things, we can improve on this which should help with bringing up his high elo gameplay and bring down his noob stomping gameplay where vision is not used / used properly.

~ Fiddle needs an E with some kind of control to it, this will also help out support fiddle to not auto-push the wave with the RNG and help jungle fiddle clear the jungle.

~ MORE CROWS! More crows in Fiddle's kit would be cool, kind of turn Fiddlesticks as a little more of a crow commander since crows are very smart birds that work together to accomplish their tasks; some are to scout out an area, some distract, and some are the ones that go in and steal the price! This can be a cool thing for a champion's gameplay, plays on Fiddle's tactical element of laying in wait to get ready to attack as well.

~ I want to do something with Fiddle's Drain specifically. This may seem like a core ability to Fiddle, but at the same time it really isn't, and giving him some kind of self-healing that is less feast or famine would be better and to give him a more interactive and better ability to use overall for his W slot.

~ Fiddlesticks definitely needs his fear in some form. Instant point and click fear is a little too hard to balance, both historically and currently.


Basic Attack Range: 575 units [from 480; both updating it to not be a weird number and not sure why Fiddle has such a short AA range with nothing that interacts with his basic attack]


Absorb (Passive): If Fiddlesticks stands still for at least 1.5 seconds, then he heals for 12-30(+10%AP) health per half-second, this healing doubles if a nearby enemy is currently feared or silenced.

Terrify (Q): Cooldown: 18/17/16/15/14 seconds; Cost: 55/60/65/70/75 mana; Static Range: 1200 units Fiddlesticks opens up a portal from a dark realm at the target location unleashing a crow to fly towards him fearing enemies it passes through for 1.5/1.75/2/2.25/2.5 seconds.

Dark Wind (W): Cooldown: 10/9/8/7/6 seconds; Cost: 50/60/70/80/90 mana; Width/Range: 400/1000 units Fiddlesticks unleashes a flock of crows in the target direction that slowly advance forward starting behind him, dealing 60/85/110/135/160(+45%AP) magic damage per second.

Damaging a monster with Dark Wind refunds half the cooldown.

Dread (E): Cooldown: 14/13/12/11/10 seconds; Cost: 60/65/70/75/80 mana; Range: 1000 / 400 units 1st Cast: Fiddlesticks creates a scarecrow at the target location for up to 3 seconds, acting as impassable terrain and granting a large amount of vision.

2nd Cast: Fiddlesticks detonates the scarecrow to explode into a bunch of crows silencing enemies for 1.5 seconds and dealing 80/120/160/200/240(+60%AP) magic damage.

Crowstorm (R): Cooldown: 130/115/100 seconds; Cost: 100 mana; Radius: 600 units Fiddlesticks channels in place for 0.75 second and then summons a murder of crows around him for the next 5 seconds with crows dealing 40/70/100(+15%AP) magic damage. These crows will bounce off targets currently affected by crowd control to deal 7/9/11%(+1% per 100AP) of the previous target's maximum health as bonus magic damage to the next target.

If a scarecrow is currently in play then Fiddlesticks will instantly teleport to it once his channel completes.


Crowstorm's channel time I halved, but no longer teleports by itself, I linked the teleport to a visible scarecrow so that whether you have vision of the area or not there ends up being an appropriate amount of counter play with some kind of telegraphed play to the teleport. Now rather than use all of your abilities AFTER you ult, you actually set up your abilities BEFORE you use your ultimate to make it more effective, I also tried to set up better cohesion with all of the abilities and have the abilities feel like they work off each other.

The new fear is a "placement" reverse line skill shot, starting at the end range rather than Fiddle's location, it can only ever start at the maximum range. This allows for a multi-use scenario, which right now the fear does not offer that, where you can use it as a gap closer when used at the long range (fears move away from fiddle remember, but do slow the target down) or set it up to maximum your W damage (which works well since the feared target moves with the crows) and set up the target to go into your scarecrow then make it explode and silence them so they cannot flash away from W+R. Anyways, the fear has a pretty decent delay for the close range and aggressive fears, where as the long range fears will be to set up himself into position, set up his other abilities, or ensure you land a devastating ultimate.


4 Comments

The Lost Marbles1 votes

What exactly is he "absorbing" with that passive? Fiddle's not a plant, it's not like he can suck nutrients from the ground, and it's not damaging other units to absorb from them either. Regardless, it's an extremely boring passive.

I gave my own concept for Fiddle here, rather than reiterating my thoughts;

https://boards.na.leagueoflegends.com/en/c/gameplay-balance/tWMXE2iP-rework-concept-fiddlesticks-the-dread-of-the-fields

/-/-/

Also, I wouldn't bother with all the numbers in your discussion threads. Trying to guesstimate numbers when you have no way to test them isn't worth much and dilutes from what should be just a demonstration of a concept.

Stacona1 votes

You are afraid, so he feasts on your tears - I don't know, but Drain didn't make sense since he isn't draining health from anything. I kept a heal on his kit for jungling, the one thing I want to take away and not give to Fiddle is mobility (I guess excludes his ultimate).

Numbers just paint a better picture, not like they are ever finalized ever

The Lost Marbles1 votes

At any rate, it does appear that we had some similar ideas, like tying the AoE silence a ground-targeted object and letting Crowstorm get its mobility from another ability.

Stacona1 votes

The goal with his ult was to telegraph it that didn't involve vision, it also allows for mind game this way as well. Silence Fiddle just needs to control it, especially helpful for support fiddle to not auto-shove the wave as a support.

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