FIDDLESTICKS-SOMETHING MUST BE DONE ABOUT FIDDLESTICKS.
Before anyone starts with the "you got countered" responses, hear me out.
I was playing a game as akali vs fiddlesticks mid. Obviously, fiddlesticks is a counter as i have nothing to stop his drain, he is ranged, has cc that seems like it lasts months, and has a silence. That is not what i will be addressing in this thread.
What i will be addressing is the fact that fiddle's drain range post-cast becomes gigantic, his drain heals WAY too much, and his early game damage is just disgustingly broken.
Fiddlesticks began tanking 2-3 tower shots per trade using his drain and ended up getting me to 200 hp and moving away from tower with nearly full hp. Not only was i unable to break the tether with a skill, i had to run halfway to my second tier mid lane tower to break the tether.
Now, taking into consideration the high early game damage, the insane trade advantages, the massive amounts of crowd control, i would like someone to explain to me how this is balanced at all.
I see no logical explanation as to why riot hasn't nerfed the amount of health fiddlesticks drains. He out-sustains every champion in the league in the jungle and in lane.
Im not angry that I lost, or that the usual negative comments were thrown around in team chat because of our lovely league of legends community.
Im angry that riot decides that its more important to make useless game modes like U.R.F. as entertainment instead of balancing champions that clearly are nowhere near fair to play against.
Sure, fiddle's drain does have counterplay considering any form of cc will stop it, but that doesn't get rid of the fact that his tether range is much larger than it should be and that his heal keeps him at 100% of his hp 100% of the time
If i could make a suggestion to create a more balanced drain, i would reccomend the heal % to be different based on the target. Jungle monsters would heal for about the same, keeping his easy jungle intact and allowing new players to get used to jungling by using him. I feel like the drain heal % should be reduced when used on lane minions, champions, and major objectives like baron and dragon to prevent level 6 solos and his 100% guaranteed trade wins.
TL;DR: Fiddle's drain heals for too much, allowing him to win every trade he is involved in. His drain's tether range also could use a small nerf. His heal should be based off of his target, being the same for jungle monsters and a lowered % for champions, lane minions, and major objectives like dragon and baron.