Fiddlesticks Rework
Passive: Sowing Fear- Fiddlesticks summons a single cornstalk in an area that grows for 3 minutes. Once fully grown, enemy vision is significantly reduced in an area (1000 range). Ward radius is also reduced inside the Dark Zone. 2 minute seed cooldown. Seeds have 1 health. Stalks have 5.
Scythe (Note: Fiddlesticks is now Melee) - Fiddlesticks' autos deal damage in a 3 stage auto rotation. The first two autos deal normal auto damage, the third deals extra magic damage and fears in a circle around Fiddlesticks
Q: Crescent reap - Toggle-Fiddlesticks' autos become ranged strikethroughs, dealing extra % missing health magic damage and slowing. Costs X mana per auto.
W: Drain - Fiddlesticks roots himself for the duration as he drains health from the target. Damage is converted into true damage with 100% heal conversion in the Dark Zone. Can drain Corn seeds for %max mana restore.
E: Dark Wind - Fiddlesticks orders crows to deal magic damage in a converging circle from slightly behind Fiddlesticks. On the convergence, the crows circle briefly before they disperse. If any champion is caught in the circle, they are silenced for 1 second.
R: Crowstorm - Fiddlesticks channels for 1 second before blinking a short distance, dealing massive magic damage in a circle around him. (If in the Dark Zone, the cast is now instant -or- If casting into the Dark Zone, the blink distance is increased.)
-Current "Problems" with Fiddlesticks on live-
-His kit might be considered toxic if it were buffed purely by numbers, so it's stuck at a weak state -His kit relies on the enemy team not having ward control so that he can ult properly -Fiddlesticks players complain about his silence being unreliable, people playing against Fiddlesticks complain about his silence being too reliable -His kit doesn't allow for varying build paths, only pure AP -His passive is unnoticeable and boring -His theme isn't very fulfilled
-What does this do to Fiddlesticks-
This rework is designed specifically to enhance Fiddlesticks' identity while also enforcing a playstyle that is less "toxic" than it currently is. Granted, his current kit isn't "toxic", but as stated, if it were to be buffed even marginally, the kit could possibly be too strong. On a gameplay level, Fiddlesticks wants to set up an ambush zone in the river or jungle and gain control of the map by denying vision to the enemy.
But why is he melee? Well he has a scythe, and scythes don't shoot blades. :^) In all honesty though, it's for the idea of his Q. The animation I have in mind is pretty neat. He almost rips reality with his scythe to shoot energy that slices through a line of enemies. Think like Mega Gnar Q, how it's a heavy, taxing, motion that seems like the projectile really hurts. Well if you put that on every auto, the effect is kinda lost (see: Cait auto, giant recoil with a giant bullet, deals tiny damage early level). As for the % missing health damage, Fiddlesticks is almost on par to be considered an assassin with this rework. That's not the point though, what's more the point is that he will only use this ability, presumably, after he's used all other abilities and they are running away from him with low health. Giving an execute also gives him an easier time farming in lane, should he Middlesticks. Could be a bad idea, I don't know, I don't have the ability to playtest something like this.
I'll try to keep updating this, give me some feedback and let me know what you think.
P.s. I try to avoid numbers in kit design because to me, it's not about the damage output or ability scaling, it's about the interaction with the abilities