Fiddlesticks Conceptual Rework (Update Kit)

Nomnomsquirrel·4/15/2016, 2:29:00 AM·1 votes·602 views
      I've had some ideas recently (and posted in the past that got buried in forums) to implement changes to Fiddlesticks kit while keeping the core identity of ulting in to the fight and creating chaos, while giving sustain in the jungle (and consequently aiding new players learn jungle mechanics). Hopefully the changes would bring him to a relevance again with a kit that does not get stomped or out-classed by our mobility overlords.

Q-Terrify: Removing the Point-and-Click CC! I feel we can all gather that Riot hates point-and-click hard CC. Taric lost his targeted stun, Talon, Kassadin, and Soraka have lost their targeted silences, and many other champions in the past have been changed to allow counter-play to them. Terrify falls under this category, as it lacks counter-play. To align more with Fiddlesticks identity of rushing to the heart of battle, I believe terrify should be changed to become and** AoE ability**. The **range **of this new skill would need to be _no more than 300 units in a cone _(the length of the new Hextech item's dash) and faces Fiddlesticks in the direction of the cast. This change would perform similar to a Cassiopeia ultimate, but with less range, no damage, and inhibit enemies for less duration. Focusing in on the short range would give Fiddle more reason to get closer and create a meaningful combo with his ultimate.

      **Result: **Increase in counter-play. Decrease in duration of crowd control. Increase in options for using the skill. Potentially an increase in cooldown at earlier levels.

W-Drain: Adding Mobility! The problem I see with W-Drain is that it is his core damage and sustain in one channeled ability that roots him in place. If interrupted, Fiddlesticks becomes near useless until the cooldowns of his skills are back up. I thought of changing the ability to remove the self-induced root and instead limit his movement speed to XX%, being closer to 15%. Having a lower base movement speed to begin with (335, with average at 340), this de-buff will be felt. This allows for some mobility on his part, and thus the channel would become more similar to that of Karma's W (Focused Resolve). The tether range may have to be reduce to compensate for the newfound mobility. The numbers of the ability (damage, range, and sustain) would have to be adjusted to compensate for the newfound power in movement. The ability would be canceled upon receiving any hard crowd control (Stun, Silence, Knockup, etc.), but continue through roots and slows.

      **Result: **Increase in mobility. Decrease in damage dealt, range of tether, % of healing, increased cooldown (flat cd over all levels), or a combination of the four.

E-Dark Wind: Point-and-Click CC no more! Reiterating the points made about Q changes, this form of CC can be un-fun to play against and lack options for counter-play. I would alter the ability to perform more like Quinn's Q (Blinding Assault). The silence would be removed (since I believe the original purpose was to counter enemies from disrupting his channeled Drain) and replaced with a vision de-buff. The ability would detonate on impact with champions or monsters in a **small AoE **zone. The skill's name already coincides with a 'darkness', and Fiddle's kit and identity would improve as a champion that thrives in team fights by ambushing and limiting options.

      **Result: **Increase in counter-play. Decrease potential damage dealt (improbable of hitting all 5 players). Increase in options for using the skill. Potentially an increase in cooldown at earlier levels.

      I would not change the ultimate, as it is still a unique ability in the game that has obvious strengths and weaknesses to present counter-play options.


      The game in its current state lacks eerie and creepy champions. Jhin was sort-of a step towards this, but I never personally felt evil or 'dark' playing him or watching others play him. These updates could help ease Fiddlesticks into that corner more and fill out the depth and variety of personalities in the champion roster.

2 Comments

Mannerless4/15/2016, 7:52:00 AM1 votes

After reading what you said, I can see some good intentions and potential here, but I must disagree with some fundamentals you are suggesting. Instead here are some changes to you're examples I think might be better for healthy play, fairness and champion usage.

The first is that Q would just be abused harder with flash or the new item to gap close on a team fight, easily initiating for the rest of you're team while the frontline of the enemy team is running around like retards. Having it be AOE is not a bad thing, but it should be managed with a reduction to it's effect duration and made into conical ark like Annie's W for example.

Secondly, Drain would become even more powerful and potentially broken depending on match ups and levels of opponents at the time of use. We all know it not only does decent to very high damage damage, but also heals you very well with the fact that you cannot move purposely made so you can be countered. Would you really call it fair if you could kite you're way around, albeit with reduced movement speed, but still sucking the life out of your targets? You could kite victims into a bush and end it with you're ultimate or conical fear and re cast it. This is simply too powerful.

Don't even mention that fact that CD reducing items would see you abuse the hell of out this spell even more and now that you can move, just get boots of speed to make it a total no brainer. Instead, you may suggest it do less healing and have some of it's cool down refunded if it should be interrupted. This means it's more fair to play against and for you too, since you wont have to wait too long for it to be back up, as I understand this is one of Fiddlestick's key utility abilities.

As for dark wind, I admire you're suggestion of removing silence, which is a debuff that is in my opinion, is ruining counter play game wide. Instead I suggest not a blind at all but a slow, because blinding someone gives them no way to react to you're extremely powerful ultimate, which you can just cast since they cannot see you, and thus cannot interrupt you. As a slow, you can use it to escape or engage and set up better with you're new abilities and assist you're team. Give this further consideration as wth you're suggestions, you can now fear multiple enemies with you're Q and personally blind a selected target too?

Played correctly this would give the enemy team no ability to move when feared without CC removing items or abilities, and then you just click their AD carry or Support in the back with a blind and bam, they cannot react to you casting R in their faces...

I am keen on seeing this old champion return sure as anyone else, as he was fun to jungle, lane and support. But him being broken as F**K in the old days and still B.S in the right hands currently, leaves me wanting to see more counter play done against him, not increasing his already ludicrous power.

I hope you like some of these suggestions to you're changes. If I can ask, take a look at a thread I made recently that describes some changes I want to see in the game myself :D

http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/Xyz2XN3n-new-idea-personal-champion-selection-in-depth

Have a good one dude.