[CONCEPT] Fiddlesticks Rework

Not Sungben·1/17/2016, 3:07:34 AM·29 votes·4,704 views
Fiddlesticks Rework

I'm absolutely horrible at explaining this kind of stuff, so please help me! ;D

I've noticed a reoccurring theme that Fiddlesticks, is one of those champions that always seems to be greatly effected by such small changes in the meta, and in items. Take Runeglaive for instance. Ever since they changed the AP jungle item, he's been sent down to his own personal hell. And many other junglers dominated the AP jungle meta, like Fizz or Diana. So, my thoughts were that instead of making items fit into champions like Fiddlesticks, and ruin other jungler pools, why not keep the item the same, and change the champions instead? My goal for this rework is to make Fiddlesticks adaptable to other metas, while also making him have a similar play style to what he had before, while also making him unique.

NOTE: This is best read in the following order: P, W, E, Q. And also, I don't add exact numbers because I don't really want people to be looking at those


Stats: Attack Speed: 2.5 Attack Range (Ranged): 525 Attack Damage: 0 Armor: 15 Magic Resist: 30 Health: 555 Mana: 400 Speed: 335 Health Regeneration: 2.3 Mana regeneration: 6.0


Abilities:


Passive, Soul Sap: Fiddlesticks' basic attacks are unique. Instead of shooting timed projectiles, Fiddlesticks sends out a constant stream of damage. Each 8/7/6 ticks of damage heal Fiddlesticks for a percentage of his total HP. Fiddlesticks' basic attack does not scale off of attack damage, however. Instead, they scale off of his AP. On-hit effects are applied every time Fiddlesticks is healed by his passive.

If Fiddlesticks locks onto his enemy for 5 seconds straight, he will slowly start to slide away from the target, while also having his attack range increased.


Q, Screaming Torrent:

**TOGGLE:**Causes Fiddlesticks' scythe to spin, dealing magic damage around it, while also fearing any enemies that are locked onto with Dark Wind. The feared enemy cannot be feared again in 5 seconds. If damaging an enemy, each tick of damage will cost a small amount of mana.

[]http://sungben.deviantart.com/art/Fiddlesticks-Rework-Q-584869409


W, Scream Beam:

Doubles Fiddlesticks' attack speed for 1 second, makes your auto attacks scale with your AP, and reduces the amount of ticks you require to heal for 5/6/7/8/10 seconds.


E, Dark Wind:

Sends your scythe to a target location, dealing magic damage around it and briefly silencing the target. If an enemy unit is killed with this ability, it will be able to head onto another enemy unit immediately after, for an infinite amount of times until it cannot head towards anything else in its field of range for 5 seconds. If the scythe doesn't kill a unit, then it will generate a field of range around it that requires Fiddlesticks to be inside to be able to to control. Each consecutive attack will cost more and more mana.

So basically, if you don't kill a unit you need to be near it, but if you do, then you can continue your chain from as far away from you as you want. But there is a range of the distance for how far you can jump to each unit.

Kill = Far away from Fiddle Non-Kill = Close to Fiddle

[]http://sungben.deviantart.com/art/Fiddlesticks-Rework-E-584863588


R, Maelstrom of the dead:

Fiddlesticks channels for 1.5 seconds, making his shackles and the stone on his back to crack open to release a huge amount of power. He then blinks to the targeted location, dealing massive magic damage per second for 5 seconds.

NOTE: Please give me ideas to add onto this concept, or for anything you want me to draw for you!

LORE:

One of the first ever summoners, Istvaan, has been kept deep in the maximum security chambers of the Institute of War after committing a series of the most forbidden techniques. As his death came near, he still hungered for power. His body died, but his soul remained, and became a physical form of energy. He managed to escape the entire prison by sliding through cracks, with his ability to become nearly any shape. Quickly after, the institute found out, and sent an entire fleet of warriors to find Istvaan. Istvaan needed to act fast, and find out what to do next. Eventually, he found that he could embody different objects, but not living beings. He searched for a candidate for his new body. But before he could find one, the fleet of warriors caught up to him, and Istvaan had to run. The warriors ran after him, until he was cornered. Nothing left but a pile of construction material. He had to take his last resort, and possessed the materials, to make a body resembling a scarecrow. Istvaan was ready to attack, but before he could react, the warriors took him down and put massive augmented shackles on him, had made it impossible for him to move, or escape from him body. As he awoke from a 150 year slumber, he found himself in a runic prison of magic. It seemed hopeless. All Istvaan could do was observe. As time passed, he learned the ways of bending, and manipulating the power of the magic of the prison around him without movement, but through his own mind. When he was ready, he absorbed all of the energy around him that he could, and it came to him in the form of a stone. With the unsightly powers that he had, he ran away, destroying everything in his path. But he soon learned that the amount of power that he had with him, needed to be sustained with energies, or it would collapse against itself and disappear. Istvaan made it his goal to destroy the shackles on him to possess a form of much greater power, so that he could cause as much destruction as possible, as he had a built up grudge against humanity. Every month, Istvaan seeks the nearest village, and takes their life force with him to build up the power in his stone. People began to know of Istvaan as an infamous killer, nicknamed Fiddlesticks, the Harbinger of Doom.

I'M REALLY BAD AT LORE, I KNOW.

EDIT: I'm not exactly 100% done with this concept, so if there's something terribly wrong, please let me know!

17 Comments

Tohob1/17/2016, 3:45:22 AM5 votes

opinion by ability time!

STATS: idk. i don't follow exact stat numbers on champions, it'd help a little if you listed his live stats for comparison

PASSIVE: i like the concept a lot. it's a really great idea for an auto attack that replaces his drain, but it has no AP scaling, disables his ability to gain AD entirely, and punishes you for draining people for over 3 seconds. it should probably do the opposite and gain benifits after 3 seconds, and probably scale with his AP without removing his ability to gain AD.

Q: very confusing. how long does the fear last? does it refresh endlessly? it also seems a bit odd that it's a toggle.

W: good, excellent interaction with the new passive, which i liked a lot as i said previously. personally i'd suggest having every tick heal you based on AP and have the W increase the heal ratio, but i'm just a heavily opinionated comment c;

E: makes him feel a bit like Orianna , especially when combined with the Q. also the bit about fiddle having to be inside a certain range to move is very confusing and could probably use a bit of rewording (because summoner 13 harr harr), but i mean hey, at least it doesnt silence every time it bounces. (also your minions are s00per cute)

R: Basically the same as the current ult so not much to say about it. i'll add that it doesn't fix the issues with his current ult being completely countered by simply being able to see him.


overall, the illustrations are a nice touch, but the kit overall suffers from a bit of confusion and wording issues. i really like the concept of the passive and that the W interacts with it, but the Q and E step a little too much into Orianna 's territory IMO

sorry my review/opinion is as long as the rework itself lol

Sucker in NA 1/17/2016, 3:21:46 AM1 votes

the passive is cool

FruitFiji1/17/2016, 3:32:10 AM1 votes

Passing by

xd œ1/17/2016, 3:50:36 AM1 votes

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Arakadia1/17/2016, 5:17:13 AM1 votes

I think his drain should scale with AP as fiddle would be tankier and people would build HP/AP items like Rylais and Liandries. Hes more of a combo mage and he can go different places and fits better overal tho. He should keep his "crow" theme tho. His ult should stay the same. Nice idea!

2ManyJons1/17/2016, 8:01:30 AM1 votes

Since Fiddle's passive would restrict him so well from getting AS or AD, how about allowing it to tether to more than one enemy based on every 6 levels?

Lvl 6 you get One Lvl 12 you get Two Lvl 18 you get Three.

You could then follow up the tether linkage system with his scythes movement. Say, his E moves to the target location to do its thing, but if it slides along a tether it can get there faster.

Separate idea: You could have his tether work differently through the scythe

Example: Fiddle can choose to target his scythe for AA tether that would then branch it out to the nearest enemy. If done this way, you could remove the 3 second lock penalty that causes him to slide and replace it with a small (5%) slow. Enemies could attack his scythe for two or three ticks to disable the AA. This could also couple with the E to throw the scythe ahead, AA tether the scythe and then the scythe would tether a nearby target. This would be a way to effectively increase his range for ganking and chasing.

Smithney1/17/2016, 8:41:32 AM1 votes

I don't have time for an elaborate post now, so I'll just nitpick some of my concerns instead of a full analysis. If I have time today, I'll follow up for some major discussion. ;)

  • I think you shouldn't bother with detailed stats, as those are always subject to change according to gameplay.
  • The passive seems fun, but would be a hell to code. Not to mention the nuisance that would come with frequent tethering and untethering.
  • If I understood it well, the scythe will jump on from a surviving target only if you pop its range bubble by stepping into it. To be honest it feels very risky on a glass cannon like Fiddle, unless you plan to rework him into a mage-bruiser. I feel like not even the combo with his Q feels rewarding enough for Fiddle to come close, especially lategame. All in all, your version of E looks very inconsistent and radically different from the current one.
  • Overall, your rework seems like it would turn Fiddle into an early-to-midgame ganking monster. However, I am afraid he would suffer horribly come lategame, as in your iteration he has very limited range and inconsistent CC. It sounds interesting, but rather flawed when you delve into it.

That's just a few points, you can comment on them, but I'll only be able to respond later. Until then, keep brainstorming. :P

Vesarixx1/17/2016, 4:24:16 PM1 votes

50% reduced crit chance. How would he even crit to begin with if his auto attacks are a continuous beam? Why not have them not able to crit and have an interaction with attack speed where it increases the damage dealt based on his current AP, if it applied on hit he could have synergy with item 3115 item 3091

Igotlazy1/17/2016, 3:20:38 AM1 votes

Interesting concept. One thing I would like to point out is that the 530 Range seems unnecessarily unique. It's better to just stick with multiples of 25.

Drathel1/17/2016, 7:59:42 PM1 votes

Really interesting kit. As somebody has mentioned, he seems like Orianna. Also, I think his W should negate/elongate the part of the passive that reduces his range and makes him back away. That said, I don't really like that part of the passive, given he's a jungler. It would make early clearing very annoying and hard. Then again, what's to keep someone from cancelling the auto and starting again, since he doesn't increase in damage and (at least the way I see it) the HP he gets decreases over time? In fact, it seems beneficial NOT to auto enemies constantly which, in my opinion, pretty much makes having the beam useless. I think damage and HP recovery should increase the longer he stays on target. I'm gonna organize this post now.

Passive- Great idea, I just don't like the last part where he scoots away and stuff. All my thoughts are up there ^

W- I really like how you can make your auto more powerful with this. The rest of my thoughts are up there ^

E- Still kiiiinda confused here. So, he can launch his axe and if it lands a killing blow, he can direct it to another target and he can keep doing that as long as there is a killing blow. If not, the axe remains where it was launched and Fiddlesticks would have to move close to he axe and he can then control the axe to make it attack? Kinda confused on the last part. Say I get a killing blow, I have 5 seconds to get another before the ability goes on cooldown? Not sure if I like the part where he has to go to the axe to control it or whatever, considering he is a squishy mage and could get zoned out of his axe and loses all that potential damage. Pretty awesome idea. Still thinking about it...

Q- I actually really like this ability. It's an awesome idea. My only problem is how easy it would be to avoid. Now, I'm not sure how big the AoE is, but if it's relatively small then getting feared (which makes you run away) and then running out should be relatively easy. Then again, your team should be able to stun/slow the inside the AoE so I guess it doesn't matter. One little tweak however should be not taking away mana based on damage, but on time up, like Mundo's fireballs and his HP. Just have it take away 25 (idk about the numbers, just an example) mana per second.

R- Gr8 m8

Overall, really great design man keep it up.

Edit: I was thinking about the passive and I do realize that if the power and HP recovery go up the longer he damages, there does need to be an interruption so he cant solo Baron. Maybe interrupt for.5-1 second after 10 seconds it interrupts him again.