Fiddle's Terrified

Lysdexic1··3 votes·683 views

Hey guys, I was lurking around the boards earlier when I happened across a thread asking Riot for the relevance of the new Fiddlesticks Drain tether reduction. It made me run down in my head all the nerfs Fiddle has gotten over the last year and a bit despite in no way being overbearing. I took this list of nerfs directly off of Fiddle's league wiki page http://leagueoflegends.wikia.com/wiki/Fiddlesticks/Background, and would like to ask Riot why he has been reduced to the ground. V5.3: Drain Tether range decreased to 650 from 700

V4.21: Dread REVISED INNATE: Dealing magic damage or casting Terrify applies Dread to enemies, reducing their magic resistance by 10 for 3 seconds. Dark Wind Will now prioritize enemies that have not yet been hit. Silence duration increased to 1.25 seconds from 1.2. Targets can now only be silenced once.

V4.19: Crowstorm Fixed a bug where rapidly spamming a basic ability at the very end of Crowstorm's channel sometimes caused that ability to go on cooldown without casting or appearing to be on cooldown in the HUD.

V4.15: Drain Tether range increased to 800 from 750. Refresh rate increased to 0.25 seconds from 0.5 seconds. Overall damage remains unchanged. Fixed a bug where Drain tether would occasionally snap prematurely if an opponent moved out of a specific range within a certain window of time.

V4.5: Stats Base armor increased to 15 from 11. Dread No longer applies to targets who can't see Fiddlesticks.

V4.3: Terrify Now causes target to flee away from the source at reduced movement speed. Drain Cast range increased to 575 from 475.

V3.15: Terrify Mana cost reduced to 65 at all ranks from 65 / 75 / 85 / 95 / 105 Duration reduced to 1.25 / 1.5 / 1.75 / 2 / 2.25 from 1 / 1.5 / 2 / 2.5 / 3. Crowstorm Mana cost reduced to 100 at all ranks from 150 / 200 / 250.

V3.10: Dread No longer reduces Baron Nashor's,Dragon's, or Vilemaw's magic resist.

There have been a few small buffs, like his base armor, a small mana cost reduction on a couple skills, and V. 4.15. However, the nerfs he have received far outweigh the good. Nerfs, for example, like the fear change causing targets to run straight away from him rather than around randomly. This means that after they finish being feared they have less of a distance until they are free from the tether. The passive rework also hurt his teamfight viability, as before he always reduced their MR, rather than after he applied damage or CC to them. This means he is no longer guaranteed to reduce the MR of all five at once. Most recently, with the change on his E to have the bounces all hit different enemies, his mid lane viability had been nerfed, since his poke in the laning phase was essentially halved. Now, with the drain tether reduction, he is now reduced to a jungle bot who just farms until his ult is up, ganks once and then disappears back into the jungle. All of this is on top of his immobility, his two skills that make him stationary for 2+ seconds, and the difficulty of landing his ultimate on a smart enemy team. He has in no way earned these consistent nerfs, and i would like to hear a Rioter's opinion on this however I understand if you don't respond. Can't be everywhere at once.

10 Comments

ModKnightsKemplar2 votes

Fiddles needs to flank to gank well, ult or not. I just played a game with him the other day and went something stupid like 12/3. He's still plenty strong if you play him properly. I get your sentiment, but I think what we're seeing here is a slow effort to make sure he doesn't get out of control, because he is a strong champion in the jungle (at least in solo queue) and has been for awhile. He doesn't need a huge rework. These changes help reduce the "WTF HOW DID FIDDLE EVEN DO THAT TO ME" factor while keeping him viable.

Lysdexic11 votes

{quoted}

Fiddles needs to flank to gank well, ult or not. I just played a game with him the other day and went something stupid like 12/3. He's still plenty strong if you play him properly. I get your sentiment, but I think what we're seeing here is a slow effort to make sure he doesn't get out of control, because he is a strong champion in the jungle (at least in solo queue) and has been for awhile. He doesn't need a huge rework. These changes help reduce the "WTF HOW DID FIDDLE EVEN DO THAT TO ME" factor while keeping him viable.

I know he can still be a strong pick, but with him being one of the more immobile champions in the game, having no initiation tools besides his 1:30? CD ultimate, and 2 skills that keep him stationary for 2+ seconds, he's starting to feel like an ult-bot jungler to me... He always was i suppose, but i used to take him mid and support as well, but they reduced the viability of both of those with both the E change and the passive rework. At this point all of the changes they're making to him are just solidifying that and it upsets me ;x

ModKnightsKemplar1 votes

Fair enough. I guess I just really like jungle fiddles :)

But bigger picture, you are exactly right about shoehorning these champions into certain roles. Basically, that's the part of balance that I truly feel Riot plays whack-a-mole with, but I'm not sure there's another way to do it. When a champion is over-bearing in an unexpected position, they kind of have to nerf it... Often, the only reason those off-meta champs are popular in the first place is because they have an overbearing presence in that particular position.

So, it might be RIP for support fiddle and middlesticks, but jungle fiddle is still awesome. And I think it's based on jungle fiddle's merits that he earned some nerfs.

Lysdexic11 votes

{quoted}

Fair enough. I guess I just really like jungle fiddles :)

But bigger picture, you are exactly right about shoehorning these champions into certain roles. Basically, that's the part of balance that I truly feel Riot plays whack-a-mole with, but I'm not sure there's another way to do it. When a champion is over-bearing in an unexpected position, they kind of have to nerf it... Often, the only reason those off-meta champs are popular in the first place is because they have an overbearing presence in that particular position.

So, it might be RIP for support fiddle and middlesticks, but jungle fiddle is still awesome. And I think it's based on jungle fiddle's merits that he earned some nerfs.

But Fiddle has a lot of clearly defined weaknesses in the jungle as well, immobility, slow clearing, and susceptibility to counterjungling just to name a few. It's just when he hits that magic ultimate he can turn games. So while he has his strengths, he has sufficient areas that the enemy team can exploit as well. I still don't see what's earned him the full wrath of Riot. Especially now with the mobility creep and the fall of assassins (the enemies he counters hardest) I dont think he will see too much play both in solo queue and competitive play.

ModKnightsKemplar1 votes

I don't think he's earned their wrath. I think he's earned some slight nerfs to keep him in line and introduce better counter play for opponents. The drain tether nerf is fine with me, since you shouldn't really be trying to use it max range anyway, unless you are desperate. In which case, you don't deserve the kill.

I don't have a problem with differing opinions, but I definitely disagree that these changes are a big deal. They have effected proper fiddles play VERY minimally. These changes punish fiddles better for misplays. And that's a good thing, imo.

58738074DEL12 votes

[deleted]

Lysdexic12 votes

{quoted}

Hell yeah, they overnerf fiddlesticks! I guess some summoners just haven't heard of "magic resist"....

Magic... Resist? Is it edible?

AHeroNamedHawke1 votes

{quoted}

Hell yeah, they overnerf fiddlesticks! I guess some summoners just haven't heard of "magic resist"....

Thats the thing he penetrates ~58 of with item 3001 item 3020 right?

Lysdexic11 votes

[{quoted}](name=Charles Barklius,realm=NA,application-id=3ErqAdtq,discussion-id=UactfUQc,comment-id=00010001,timestamp=2015-02-12T22:30:01.511+0000)

Thats the thing he penetrates ~58 of with item 3001 item 3020 right?

Around that yeah.

Lysdexic11 votes

The tether range isn't the area he can activate the skill in, the tether range is the range until the enemy breaks free of the drain. Its perfectly fine for jungling, but when you gank it essentially reduces the damage you deal by about 5-10%.

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