Possible Fiddle Gameplay Update

Fleet Flyt·4/12/2018, 1:04:45 AM·1 votes·1,394 views

So, I'll be honest, I do not really play Fiddlesticks that often, but just from an outside perspective, I do not feel like he lives up to his scarecrowness; I imagine him instilling more fear. So I've tried to come up with what I would imagine Fiddlesticks as, focusing on the scarecrow and fear theme.

All my numbers are just imaginative, I have no clue how balancing numbers works. Also, I mostly transitioned him into a heavy AoE champion to compensate for the removal of his original R.

Passive: Growing Dread – Starting at 1:30, and every 45 seconds afterwards, a scarecrow spawns in a random bush on the map with 1/2/3/4 life (increasing with every rank in R). His scarecrows cannot spawn in its mirroring brush on the opposite side of the map. Every active scarecrow increases Fiddlestick’s movement speed by 2% and ability power by 1%.

Note: Spawning of scarecrows could start with the first 3 spawning on Fiddle’s side, then the fourth on the enemy’s side until 20 total have spawned. After that, it goes to 2 on Fiddle, one on enemy until 40 total have spawned, then 1-to-1 after that. These numbers could be changed, but roughly puts it until 15 minutes and 30 minutes.

I would like it even more so if every scarecrow that spawned cause the screen to darken more and more, like a progressive nocturne ult or a blind. However, that in itself would be challenging for the enemy team to handle, so it might have it decrease his damage to compensate for the utility.

In reference to the mirroring brush, if a scarecrow spawned in the tribrush on bot side, this would inhibit a scarecrow from spawning in the tribush on topside. I like the idea of this mirroring bush so that players can have a vague understanding of where the scarecrows may be; if you just cleared a scarecrow at your own blue buff, you know there isn't one at the enemy blue buff.

Q – Soul Scythe – Fiddlesticks sweeps his scythe in a cone in front of him, dealing 40/50/60/70/80 (+30% AP) magic damage to enemies and monster in the cone and healing for 30%/35%/40%/45%/50%. Heals for 150% more health against minions, large monsters and epic monsters. (9/8.5/8/7.5/7 Cooldown).

The extra damage against non-champions would assist in his jungling.

W – Terrify – Fiddlesticks causes all enemies in a 300-unit range around them to flee for 1/1.25/1.5/1.75/2 seconds. (15/14/13/12/11 cooldown)

E – Dark Wind - Fiddlesticks sends a crow to the target enemy that bounces to nearby enemies up to 5 times, prioritizing targets not yet hit dealing 65/85/105/125/145 (+45% AP) magic damage with each bounce and silencing them for 1.25 seconds once. (10 cooldown)

This isn't any different from his old E, since I feel like it fits the theme.

R – Mounted Fear – First Cast: Fiddlesticks channels for 1 second, decreased by 2% for every scarecrow active, then teleports to one of his targeted scarecrows, causing it to die. Second Cast within 5 seconds: Consumes all actives scarecrows, increasing his movement speed by 50/75/100 (+4% per scarecrow consumed) and his ability power by (2% per scarecrow consumed). (180/150/120 cooldown)

This would give fiddle a unique teleportation ability/global presence. If there is not constant clearing of his scarecrows, he could appear in any bush without notice.

1 Comments

ConcreteLamp4/12/2018, 8:29:32 AM1 votes

I mean if the scarecrows spawn every 45 seconds, it would be really fucking easy to just deal with him. He already has problems with getting counterjungled, and this just gives the enemy jungler more reasons to play more aggressive and fuck him over harder. And even then, it sorta means he doesn't have a passive, as he can't do anything with these scarecrows before 6.

So you made his fear aoe? What exactly is that gonna fix? Instead of having a really long duration fear on a single target, it's aoe now? Sounds fun.

E fits the theme, yeah, but that doesn't mean it couldn't be more fun. It's the only chance of waveclear out of the jungle he has, and it sucks ass. It's a pretty lame spell that doesn't do much for him outside of farming, and now that you can't get multiple hits on someone with your drain, it'll be even less useful.

Personally I think his ult is by far the best part of his kit, it fits his theme amazingly, fits with the entirety of his current kit somehow, feels great to use and has counterplay. And yeah being able to have infinite map presence is cool, but it's with rng placed dolls that can be destroyed easily, so if the enemy team just sorta focuses on destroying his scarecrows, he's completely screwed, lacking both his passive and his ultimate now.

Which reminds me a ton of how a little bit of team coordination can completely shut down Kindred, and that's not really how I want fiddle to turn out.