More Scare-crow: Fiddlesticks Update Concept

Stacona·12/3/2018, 5:00:13 PM·1 votes·1,367 views

This is really to do two majour things:

  • Fiddlesticks, everything he has, is fine for balance purposes, but how it is implemented does not always feel the most fair and fun to go against. So this is something I want to improve and by fixing these playing against issues will allow for Fiddlesticks to overall receive more power to his kit than what he always has now.

  • Fiddlesticks has a lot of iconic things about his kit. The things that suck about him is when you play support Fiddle that his silencing crow really bad when you are hitting the minion wave whenever you go to harass the enemy, but I do like the random element about it - so the fix would be offering Fiddle more control and have it feel more skillful to use for the player rather than a point-and-click ability. Have it work better with his fear duration as well so the two do not feel like random abilities going together, and to make the fear more fair to go against in a more scarecrow feeling way.

  • As a final point to change. His drain is an outdated skill and too gold reliant for both a support and jungler, as well as his ultimate in its current state. So I would like to adjust both of these where drain is less oppressive with a bunch of gold and more useful with low income since Fiddlesticks is mainly played jungle or support - plus this would also help with jungle clears with the idea I have in mind and for zoning enemies away when played as support. The other part is his ultimate and straight up would love to change the ability from around Fiddlesticks and he teleports to Fiddle channels in place and then releases a flock of crows that deals heavy magic damage per second in a very fat line skill shot that travels some distance (like Nami or Maokai ultimate levels) - with another change to a new Q+Passive combo to create a more effective ultimate, but at the expense of high risk, this time has skill expression for the player so they can choose how they want to play Fiddlesticks.


Attack Range: 575 units Movement: 335 units per second Attack Speed: 0.645 +2% per level Attack Damage: High to Low level scaling


Terrify (Passive):

Max Size: 600 units

When Fiddlesticks stands still, he becomes more scary, creating a feeling of terror around him that grows in size over time, reaching maximum size after 3 seconds. When he moves, he terrifies nearby enemies for 1.5 seconds, the same target can only be feared by this once every 3 seconds, beginning when the fear duration ends. Minions and monsters are feared for 3 seconds.

Enemies cannot be feared unless they can see Fiddlesticks. Near sighted targets will always be feared however.

Scarecrow (Q):

Cooldown: 15 seconds; Cost: 40 mana; Range: 900/1050/1200/1350/1500 units

Passive: Terrify's fear duration is increased to 1.8/2.1/2.4/2.7/3 seconds.

1st Cast: Fiddlesticks places a Scarecrow, identical to himself, at the target location indefinitely that grants vision around it. Only one Scarecrow can be in play at a time.

2nd Cast: While Scarecrow is on cooldown, Fiddlesticks can instantly swap places with it as long as he has been standing still for at least 1.5 seconds. Upon doing so, Terrify's fear duration will be between 100% to 35% of its duration, based on how close Fiddlesticks is to each enemy. Can only do this once. Fiddlesticks must be within 1500 units of the Scarecrow.

(Requires 4 champion basic attacks to destroy the Scarecrow.)

Sap (W):

Cooldown: 10 seconds; Cost: 80/90/100/110/120 mana; Range: 600 units

Passive: Standing still and not basic attacking causes Fiddlesticks to drain the life of nearby enemies around him, dealing 40/55/70/85/100(+45%AP) magic damage and healing himself for 20/25/30/35/40(+10%AP) health for every enemy he is currently draining, applies every second. Healing reduced by 90% against minions and small monsters. Cannot damage non-super minions.

Active: Fiddlesticks blasts magic around him, dealing 80/120/160/200/240(+90%AP) magic damage and healing himself and allies for 75% of the value, but disables this passive while Sap is on cooldown. Champion kills or assists reduce the current cooldown by 4.5 seconds.

Dark Wind (E):

Cooldown: 10/9.5/9/8.5/8 seconds; Cost: 85 mana; Range: 900 / 400 units

Fiddlesticks creates a large bird cage at the target location with a crow trapped inside, the crow will randomly bounce off the walls 5 times before it disappears. The crow always begins at the closest side to Fiddlesticks and directly moving away. The crow flies straight. The crow tries to make an attempt to bounce towards enemy champions within the cage.

The crow silences struck enemies one time for 1.25 seconds and deals 60/80/100/120/140(+45%AP) magic damage every time it strikes an enemy.

Crowstorm (R):

Cooldown: 120/100/80 seconds; Cost: 100 mana; Range: 1400 units; Width: 600 units

Fiddlesticks channels in place for 1.5 seconds and then unleashes an endless murder of crows to fly in the target direction in a very wide area for the next 5 seconds, dealing 120/210/300(+50%AP) magic damage per second.


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