Fiddlesticks Scarecrow Update
VERY EXPERIMENTAL CONCEPT POST!
I want to make something that feels like you are playing as a magical, fantasy, and spooky scarecrow that makes the enemy team afraid to get near him.
I want Fiddlesticks to be more engaging and fun to play as and more depth and skill expression to his gameplay. I also want to fix him to be less reliant on items to succeed, which also make him less feast since his famine is being toned back. The final point to keep in mind is making him healthier for the game overall and not have the feeling of helplessness when playing against him.
Fiddlesticks will be placed in a space of mage jungler and dedicated support as his two positions.
Helping him out in both areas, but for support side, fixing his auto-pushing ways with better control over Dark Wind bounces and no longer needing to deal damage (to minions) in order to heal himself, plus just giving him an additional support ability if he so chooses.
For jungle Fiddlesticks, the better control with Dark Wind bounces makes it easier for multi-monster camp clears. In terms of his ganks, he has no mobility on his abilities whatsoever, but better base movement speed for roaming the map and his fear has some trade-offs and benefit changes. His fear now has a delay to it, which slightly hurts Fiddlesticks and aids in his counterplay, but this allows for multiple buffs to the spell where it can become an area fear, more cast range to it, slightly longer duration, and have the fear based on away from an object rather than Fiddlesticks (so he can fear enemies toward him for kill potential) and add in a new utility option to scout out areas with an object granting vision around it.
Having more cast range and able to fear enemies toward you will help out Fiddle ganks a ton, and no longer makes him ultimate reliant to gank. By adding in the delay also helps with not only the fear's fairness going against it, but grants proper synergy with his silence because if you can land your silence on your target then you prevent their Flash which helps you land your fear and your fear helps land Dark Wind bounces by keeping them in the area for longer.
Of course all of your crowd control is around to help land your bread and butter ability of your ultimate, Crowstorm. Which is now a channel increased to 3 seconds from 1.5 seconds and begins immediately as a wide and long range skill shot in a direction rather than around Fiddlesticks, lasts for as long as Fiddle is channeling in place. By removing the blink on it makes it where Fiddlesticks is no longer required to build Hourglass just to use his ultimate since he can now use it in the position of an immobile range mage, making Fiddlesticks less item reliant and just needing to build ability power, cooldown reduction, and mana instead of hourglass, AP, health, armour, MR, CDR, and mana! You know, more of a normal mage build.
Attack Range: 575 units Attack Speed: 0.644 +4% per level Attack Damage: High to Average Movement: 340 units per second
Tasteful Terror (Passive):
Range: 650 units
When nearby enemies are under crowd control, Fiddlesticks heals for 2(+2%AP) health per second for every enemy affected, increased to 10(+10%AP) health per second for enemy champions and large monsters. Being near an active epic monster heals Fiddlesticks for 15(+15%AP) health per second.
Healing applies every 0.25 second.
Nightcrow (Q):
Cooldown: 16/15/14/13/12 seconds; Cost: 80/90/100/110/120 mana; Range: 800 / 400 units
Fiddlesticks creates a scarecrow at the target location that becomes active after 0.75 second delay, fearing nearby enemies away from it for 1.5/1.75/2/2.25/2.5 seconds. Monsters are feared for 3/3.5/4/4.5/5 seconds.
The scarecrow reveals the area around it and lasts for 3 seconds.
This can be cast against Fiddlesticks instead to instantly fear enemies immediately around him for the same duration. Does not summon a scarecrow.
Drain Blast (W):
Cooldown: 1 second; Cost: 40/45/50/55/60 mana; Range: 750 units
Passive: Fiddlesticks stores Scare Charges whenever he heals from Tasteful Terror at 160/170/180/190/200% of the healing value, up to a maximum of 80/130/180/230/280(+100%AP) Scare Charges.
Active: Fiddlesticks blasts a droplet of frightful magic at the target allied champion or enemy, consuming all of the Scare Charges.
Enemy units are dealt the consumed Scare Charges as magic damage. Allied champions are healed for 75% of the consumed Scare Charges. Fiddlesticks can target himself, but he only heals for 40% of the consumed Scare Charges.
Dark Wind (E):
Cooldown: 7/7.5/6/6.5/5 seconds; Cost: 65/70/75/80/85 mana; Range: 1000 units
Fiddlesticks sends a crow in the target direction, dealing 60/80/100/120/140(+45%AP) magic damage and silencing for 1.25 seconds to enemies it passes through. Deals 100% increased damage against monsters.
If the crow makes contact with Nightcrow, then it randomly bounces around its effective range 5 times even after it expires, dealing the same damage to struck enemies and slowing by 20/25/30/35/40% for 1.5 seconds. Enemies can only be silenced once. The crow will make an attempt to bounce toward enemy champions and epic monsters, and then large monsters. The crow always flies in a straight line.
Crowstorm (R):
Cooldown: 140/110/80 seconds; Cost: 100 mana; Range: 2000 / 600 units
Fiddlesticks channels in place for 0.75 second and then unleashes a murder of crows at the target location for 5 seconds, dealing 60/80/100(+15%AP) magic damage per second.
Fiddlesticks gains 120% total movement speed when moving toward the Crowstorm and if he is inside, then the damage is increased to 240/320/400(+60%AP) magic damage per second.
UPDATE NOTES (2):
Nightcrow: Range increased to 800 from 750 Radius decreased back to 400 from 425 Delay increased for the fear back to 0.75 from 0.6 second
Now has an instant fear effect (but does not summon a scarecrow) if self-cast against Fiddlesticks himself, fearing enemies within 400 range to him for the same duration. (This is because people really wanted the jump scare approach, so at a much reduced range should be healthier than what it is now, still has a cast time. The delay allows it to be cast at a much greater range and have the fear have the enemy walk into Fiddle rather than always away.)
Crowstorm: Ability changed to feel more jump scary, but better counter play than a blink, also have it more viable at high elo / competitive play and less oppressive in low elo with more intel to it because low elo does not believe in wards or a mini-map Cooldown increased to 140/110/80 from 120/100/80 seconds Now is a cast range of 2000 units to a target location from 1400 units as a line skill skill shot Now has a radius of 600 units instead of its width being 500 units
Channel time reduced to 0.75 from 5 seconds Ultimate now applies after the channel instead of while channeling Ultimate duration is back to 5 seconds Damage per second reduced to 60/80/100 +15%AP from 150/225/300 +50%AP magic damage per second
Fiddlesticks now moves 120% total movement speed faster when moving toward the murder of crows, fast as F scarecrow mother F-ers While inside the murder of crows, the ultimate damage is massively increased to 240/320/400 +60%AP magic damage per second; reminder, this ultimate is stationary in place, so need to use your crowd control to keep enemies inside!
(This is to address the issues of the ultimate feeling too safe, but I also want to make sure Fiddlesticks is not hourglass reliant just to use his ultimate. So the area does not move with Fiddlesticks so he can be a little further away from the enemy for its significant, team fighting winning, damage and with the ultimate being stationary means it offers better counter play for the enemy team rather than "just do not stand near the Fiddlesticks brah".)
(I am trying to have the compromise of the feeling of jump scare Fiddlesticks ultimate that is massively impactful for teamfights when used well, while being more fair to go against, more viable for high elo, and less item reliant / does not need to buy hourglass to use one's ultimate.)
(The movement speed and very short range insta-fear Q are to work together to create that "F-ing hell, I just shat my pants" feeling as this scarecrow with sticks for legs is running like Sanic toward you. The longer range, delayed fear is for non-ultimate reliance.)