Fiddlesticks rework idea.
Cmon.
His kit works against itself, with fears making them run away from his W, and he cant move to counteract that.
He has been the subject of a large number of nerfs, with a few buffs mixed in (most of which are later negated).
Passive Intimidate If Fiddlesticks is visible to an enemy or neutral unit, is in sight range, and the unit in question is facing fiddlesticks, they have their magic resist reduced by 10 and they deal 5% reduced damage to Fiddlesticks. If Fiddlesticks and the unit look at each other in the face, both effects are doubled. If Fiddlesticks kills an enemy champion, all enemy champions deal 10% reduced damage to fiddlesticks for 4 seconds, and have their magic resist reduced by 10.
The idea here is that just the sight of fiddle is enough to make his enemies shake, and looking into his eyes is even worse. The second part is fiddle making the enemy champions scared of him by killing their freinds.
Q Terrify Fiddlesticks fears a target unit for 1.25/1.5/1.75/2/2.25 seconds. Enemies near that unit are feared away from the initial target for half that duration. All units afflicted by Terrify cannot see the level of fiddlesticks's health and mana bars for 5 seconds. Fiddlesticks has the option to target the ground, and will fear all units near that location away from that spot for 75% of the original duration.
The idea is that Fiddle makes the target see their greatest fear in him, and then makes his allies see THEIR greatest fears in the target. The Healthbar thing is to instill actual paranoia into the target. "Is he low?" "How much is the drain healing him for?" "Should I run?"
W Drain Fiddlesticks tethers himself to a target enemy, dealing 300/450/600/750/900 (2.25 ap) magic damage over 5 seconds, and healing Fiddlesticks for 60/65/70/75/80% of the damage dealt (the numbers are unchanged I swear). If the tethered enemy walks 700 range away from Fiddlesticks, the tether will break, and thus both the damage and healing will stop. Fiddlesticks may cast spells, basic attack, and move while draining, though he is slowed by 50% while draining. Versus monsters, fiddlesticks additionally gains 60/65/70/75/80% of the damage dealt as mana. If fiddlesticks is hit by an interrupt while drain is occuring, it will stop, despite not being a channel.
You want interactive gameplay, right? Well, standing still getting health back is just kindof boring, and it doesnt work with his Q.
E Dark wind Fiddlesticks sends a crow to attack a target unit, dealing 65/85/105/125/145 (+.45 ap) magic damage and silencing it for 1.25 seconds. Upon landing, the crow calls three others, and attacks the four closest units to the target, prioritizing champions, dealing the same damage and silencing for the same duration. If there are not four units near the target, left over crows do another round of attacks, but do not silence. Minions and monsters take 50% additional damage. Crows will linger in that area for 6 seconds. If fiddlesticks walks into these crows, he absorbs them, and deals 6/7/8/9/10% increased damage for 8 seconds.
Random bounces are fun occasionally, but I would personally like some control.
R Crowstorm After channeling for 1.5 seconds, Fiddlesticks teleports to a target location with a murder of crows, dealing a total of 625/1125/1625(+2.25 ap) magic damage over 5 seconds to all units within 600 range. (again, numbers unchanged, I swear)
Its the same spell. Was great already, no changes needed.
Thoughts on current fiddle Passive Good, but boring. Q It WAS great, until fears worked against fiddles drain
W This WAS hilarious, until the tether range got wrecked.
E Since it isnt random anymore, and doesnt chain silence, it just isnt as good as it used to be.
R CAWCAWCAWCAWCAW