Why are all of Fiddlestick ratios so bad?
He has two basic abilities that do damage and are entirely conditional and have appropriate counterplay. Drain (walk away or CC him) Dark Wind (walk away from nearby ally units)
Yet both of them do trash damage.
Let's compared to other champions that only have 2 damaging abilities.
Zyra Q and E have high base damage because she only has these two abilities and it gives her some power even if she doesn't have plants up. Kayn has high damage ratios on Q and W because his E is an entirely utility based spell, it helps balance out his kit. Zed is similar in that his Q and E have nice base damage and good scaling while his W is utility and helps multiply his damage Ekko W has it's passive damage on it and he also gets damage from his passive which makes up for low ratio and damage on E.
Why do all of Fiddle's abilities have 45% AP scaling. Drain is an extremely conditional ability and often you will only get 1s off opponents the ability could threaten or get screwed over because the enemy will just kill you while you try to drain them off. In 1v1 situations the ability is useless unless you are really far ahead. In fights where you have someone to distract the ability doesn't do any damage. You're too open to CC and because you're squishy you get screwed over instantly.
His E does absolutely nothing if their is only one enemy. Also the best damage you could get off the ability is 435 (+135%AP) however most people will do good to avoid this. And if their are numerous enemies you won't be getting the damage anyways unless you are able to drain your target which is pretty unsafe ability.
R is pretty bad. If you don't get ahead early the ability doesn't deal enough damage to be threatening on your own. Also most champions with mobility (a lot of champions played now) will be able to get away from you. If you fear and CC your main target you're gonna get crowd controlled by other people. If you CC others to avoid getting CC'd yourself you won't deal enough damage to a target to make yourself threatening.
Fiddlestick has a pretty weak early game and if he manages to survive he only does mediocre at best. You have to try and get ahead with him early otherwise you won't do much.
Proposed buffs is to add another bounce to Dark Wind whenever he levels his ultimate. Also buff the ratio on the ability so that you're not entirely screwed over if you only have one opponent in front of you.
Allow Drain to heal off a separate AP ratio so that the ability isn't absolutely useless against tanks. Currently ADCs and other champions with healing will be able to out heal and out damage Fiddlestick EASILY if they buy some MR or have life steal items. He shouldn't be able to draintank an enemy ADC or off tanks too easily but he shouldn't die instantly like he does now if he tries.
Fiddlestick early technically has 2.5s worth of CC where the enemy can't retaliate fully but that doesn't mean anything.
For example if you fear them are you just going to walk away? You gotta position close for drain tether (if going closer is a good choice) and within that time you're wasting the CC duration. You get maybe 0.5s worth of no counterplay drain and than the enemy can fiddle up your sticks. So you fear (or silence depending on what you used) them but than your drain is on CD. Having this weakness should allow Fiddlestick to be buffed up in ratios without him becoming overbearing.
So when you say fear and silenced to death is he the one killing you or someone else?
I wonder is this with his ult on? Because if so he can kill you once every 3 mins.
Not trying to be mean but if you level fear you have no damage. but if you level damage you have no fear. Now if its late game a lot of champs will kill you in 2 or 3 hits.
this champs you will most likely see in almost every game. This can stop fiddles ult as soon as he lands. Now if he doesn't have
he will get blown up almost instantly. But we also have to have flash to put yourselves in the middle of the team and immune. Now you are needs ult, immune, flash to just to the full effect for non-mobile champs in a team fight. Solo ulting someone isn't soo bad depending on who they are. But if your behind don't try because your damage is weak. Really its just for people pushing the turret if behind.
and DFG are reduced damage.
are core for him. These have gotten nerfed bad. Nothing with Mana or mana regen is really good for fiddle. But his spells are soo expensive. But if you go
this leaves him too weak to fight. Because he has to be close for damage. Now laning isn't that bad because you can stay back. But middle to late game you fill like a support because you are a glass cannon that has to be close and keep the enemy close for 5 secs to kill them.
can do just as much if not more than fiddle.