Can we change the name of Fiddle's fear
To "silence with a completely average/below average slow". I mean, that is exactly what it is.
To "silence with a completely average/below average slow". I mean, that is exactly what it is.
Do you understand how fears work?
Yup, it silences the target and slows them. I mean, what is the difference between fear and silence? The fact that you can't AA? Well, no one is going to sit and AA an ulting fiddles anyway.
Yup, it silences the target and slows them.
Incorrect. Fear essentially stuns the target and moves them away from the caster at a significantly reduced rate based on the target's movement. If it were purely a silence and slow, the player would have full control of his or her movement (albeit, slower) and be able to autoattack.
So, basically it moves them in the same direction they would go. So, basically the difference is the inability to AA a champ that you wouldn't anyway. Gotcha.
We've already been over this, I'm just going to copy-paste my response since it didn't sink in the first time:
[Fear results in] a predetermined path that rewards effective positioning on the part of Fiddlesticks. Fear is weaker than stun if positioned poorly, but stronger than stun if positioned such that the enemy is feared into the rest of your team.
It's very clear you are extremely biased here. I recommend taking a step back and looking at Fiddlesticks logically, then looking at what Riot actually decided to nerf. They didn't touch Terrify at all, and in almost all cases the Drain tether will not be broken by Terrify. The only situation in which I can see this happening is Yi in Highlander.
Uhm, they have recently touched Terrify. Not sure why you think they haven't lol...but it was a pretty big double nerf. If you want to look at what Riot actually nerfed, it is every single ability.
Please feel free to link it, I'd be curious to see what changed.
Regardless, Terrify is one of the least engaging mechanics in the game. I'm not surprised they nerfed it, and it still has very little to do with what changed in this patch.
The fact that it went from 3 to 2.25 seconds lol? Or the fact that it now aids the enemy in walking away from you?
The fact that it went from 3 to 2.25 seconds lol?
To my knowledge this was over a year ago... You seem to be missing the fact that a 3 second instant hard crowd control ability on a high-damage AoE mage is really questionable design. 2.25 is slightly more manageable, but that's still at the top end of single-target non-ultimate crowd control in this game.
Or the fact that it now aids the enemy in walking away from you?
This has always happened. Way back in the day it used to be completely random, and that was actually worse for Fiddlesticks and his allied team because it was impossible to predict the movement of the target.
I'm not sure of 1 Fiddles player that liked the change. It kills lane Fiddles. Also, out of those abilities, how many do damage? Because fear does 0 damage. Not too mention it's like less than 1.5 seconds with tenacity.
I'm not sure of 1 Fiddles player that liked the change.
Of course not, it's a nerf. There are very few (if any) instances of players being appreciative when their main's power is reduced, that's not at all a surprise.
Also, out of those abilities, how many do damage? Because fear does 0 damage. Not too mention it's like less than 1.5 seconds with tenacity.
Three of them do damage, and Fiddlesticks' damage potential is among the highest in the game. As for the fear duration, it is indeed about 1.5 seconds with tenacity; that doesn't change the fact it's still one of the longest-duration hard crowd control abilities in the game, especially seeing as every champion is equally affected by tenacity.
You said the old fear was worse lol...I said no, no1 liked the change to make the person run away...you said of course not. I'm a bit confused by your change. I think many Fid players could see the nerf in the duration, but it is just stupid to make your ability have the enemy run away from you when you do DoT damage. Just doesn't make sense.
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You said the old fear was worse lol...I said no, no1 liked the change to make the person run away...you said of course not. I'm a bit confused by your change. I think many Fid players could see the nerf in the duration, but it is just stupid to make your ability have the enemy run away from you when you do DoT damage. Just doesn't make sense.
when something scares you in real life do you A) run around in circles? or B) move away from what scared you? the only logical conclusion to your argument is that they move away from fidd quicker as opposed to slower and as Daen mentioned, if positioned properly fear can become much more or much less than it should/could be if fidd ults out of brush PAST you and fears you into his team while he does AOEs on the rest that remain then A) he did a ton of AOE dmg, and B) you just got hard CCd into walking STRAIGHT INTO THE ENEMY TEAM 1V4, if u happen to survive that, say by flashing away, then your left with 3 choices, 1 and 2 are go left or right, and choice 3 being go straight into fidds ult where youll melt and get pwned anyways Fear forcing someone into moving away from their target is much more logical than the old "im a dumb cartoon character" run in circles
seriously, jump out around a corner and scare someone, do they jump backwards or do they do a 360? the old fear was just comical at best and as for moving them "away" or "further" or "to safety" is a matter of positioning, timing, and imagination