FIDDLESTICKS REWORK: Scarecrows are supposed to be creepy!
Fiddlesticks is one of my favorite champions to play, but he's a thematic miss. His kit is outdated, his in-game visuals are outdated, and his lore is outdated. I think this can be changed with a few revisions. But first, we have to establish a few things.
First off, why are scarecrows scary? They aren't naturally scary, they are just sticks and cloth! And that's the thing. They're not scary, they are creepy. Take this short story for example, a great description of why Fiddlesticks would be scary. Taken from this thread, please check it out!
The sun is setting, and you are looking into the distance. There is nothing for miles apart from the road, the fields and this ugly thing someone has put up to shoo the birds away. You barely pay any attention to it until you slowly notice something. Wasn't this thing supposed to be a little more to the left? Probably not, it's just the summer heat messing with your brain... The next moment you look at it it seems like it's looking at you. You have no idea why, but you could have sworn that it had turned a little towards you. You keep an eye on it, but nothing happens, no matter how long you watch it. A crow flies down and sits down behind the scarecrow. "What a useless thing", you think, "Doesn't even keep brids away...". So you look away again, but when you look back a second later there is no doubt that something is wrong: the scarecrow has moved about fiften steps towards you. There was no sound, apart from the wind blowing through the fields. It's not moving. It just hangs there, completly lifeless - until you blink and it's suddenly even closer to you. Even more crows gather around you, but they are strangely silent, so you don't even notice them at first. Irritated you stumble backwards, keeping an eye on that weird thing that shows no intention of actually moving. You run, leaving that cursed place, but then you notice something and stop. In front of you a murder of crows sits on the ground, all of the birds staring on you as if they are waiting for something. Before you turn around, you realize that it was a great mistake to stop running, as you feel an unnatural breath reeking of hay and cloth on your neck. It's the last thing you notice before the darkness consumes you...
That's quite descriptive, (Thanks Kyoki Shinkuro!) but it gets the point across. Fiddlesticks isn't your generic scary, he's uncanny, like something is terribly wrong. Something moves when it shouldn't. The difficult part is, you don't see it moving. It's just wood, it could never move by itself! But none the less, it does, moving closer, and closer...
Combine the story of the cursed scarecrow along with The Birds, by Alfred Hitchcock, and you have Fiddlesticks. He is the League manifestation of the uncanny. Yet the execution of that in-game is not successful. Fear and life-drain make sense as stereotypically "evil" mechanics, but how they currently work barely has the desired effect, neither does the player feel like commanding a manifestation of fear, nor is the enemy player specifically creeped out by Fiddle - if most he is annoyed because of Fiddlesticks point and click kit.
How exactly a rework would go, that would be something difficult to pull off because it would be somewhat complicated to make this theme really work without reducing him to some kind of horror-carricature.
At first it has to be said that causing fear and life drain are basic mechanics, and his kit needs to somehow interact with crows. A first step would be to change Dark Wind so it works like in the Twist of Fate cinematic: a murder of crows rushes over the enemy, hindering them and reducing their vision temporarely (that last part would go perfectly with his creepy theme).
Another key aspect would be to give him MASSIVE bonuses while the enemy team has no vision on him. That would go good into the theme. Remember the part of the story where you stare and stare yet nothing happens? As long as you can see Fiddle from afar it's not a problem. The problem is when you suddenly DON'T see him...
Thanks to Kyoki Shinkuro, he's thought of a great idea of how to pull this off. >Well I thought of something that could work with this.
>Imagine Fiddles being able to place mutiple scarecrows on the rift and whenever one of these scarecrows is not under enemy team vision he can lose his current "scarecrow" and change into the next one. The spell for that could be a decently long channel, so it can't be used for "lol you can't kill me stuff". He leaves an "empty" scarecrow behind at his current position after teleporting.
>Those scarecrows do nothing, give medicore vision and they can be attacked.
>Now, let's step this up a little. Remember what I said about dark wind before, about turning it into a vision denial tool? Now the twist: Dark Wind can now be cast from ANY scarecrow position, no matter how far away fiddle is. The vision block should be enough to allow him a "warp in". It would also disable nearby enemy wards temporarily and you can pull off the thematic.
>Of course for this the rest of the kit would require some changes too, but I think the result could be extremly terrifying (and awesome).
>Imagine suddenly finding a scarecrow in your jungle. Do you attack it and risk fiddle going Dark Wind -> Warp in? Or do you leave the area as fast as possible, but then risk to fall behind in your jungle? A passive token, yet it can have such an psychological effect.
So after reading this over, here's an idea of how his new kit would work:
**Skills:
Passive - Effigy If Fiddlesticks is not visible to the enemy team, he may begin to channel for 2 seconds. After completing the channel, Fiddlesticks leaves an Effigy in his current location. Effigy's Effigies grant vision around them in a 1000 radius, and last 240 seconds before despawning. (Max of 2 Effigies on the map at any given time.) (Ally units cannot teleport to Effigies)
(Static: 40 second cooldown)
Q - Lifeless Effigy Active: If Fiddlesticks or is not visible to the enemy team, Fiddlesticks can channel for 3 seconds, switching locations with the target effigy that is not visible to the enemy team. The channel is immediately interrupted if an enemy gains vision of Fiddlesticks. (The mana cost is refunded if the channel is interrupted.)
Spell Type: Teleport Cooldown: 40/35/30/25/20 seconds Mana Cost: 80
W – Drain Active: Fiddlesticks tether's to a target unit and begins to channel, draining the courage out of of it. This spell deals magic damage per second to the targeted unit for 5 seconds. Fiddlesticks heals for a percentage of the damage dealt.
Spell Type: Tether/DoT Cast Range: 500 Tether Range: 625 Damage Per Second: 70/90/110/130/150 (+40% AP) (+5% of target's missing health) Heal Percentage: 50/55/60/65/70% of damage dealt Cooldown: 10/9/8/7/6 seconds Mana Cost: 80/85/90/95/100
E - Uncanny Wind Active: Fiddlesticks sends a crow to a target target unit, dealing magic damage and bouncing to nearby enemies up to 3 times. Enemies damaged by this ability are afflicted with nearsightedness for 3.5 seconds and a 50% slow that decays over 3.5 seconds. This ability can be cast near Effigies. (The CC effects do not stack with multiple bounces on the same target.)
Cast Range: Up to 900 units away from Fiddlesticks or any Effigy (Semi-Global) Bounce Range: 500 Damage Per Bounce: 70/80/90/100/110 (+60% AP) Magic Damage Cooldown: 16/15/14/13/12 seconds Mana Cost: 70/75/80/85/90
R - Crowstorm Active: After channeling for 1.5 seconds, Fiddlesticks blinks to a target location, fearing everyone around him for 1.5 seconds. A murder of crows flies wildly around Fiddlesticks during this time, dealing magic damage per second for 4 seconds.
Spell Type: Blink/AoE Range: 800/600 Fear Range: 1000 Damage per Second: 110/210/310 (+40% AP) Cooldown: 160/140/120 seconds Mana Cost: 100
DISCUSSION:
Now, why these abilities? I will explain.
Passive: Gives Fiddlesticks map presence, making the enemies uncertain about where he is. A real spooky factor as well. Imagine running into a Effigy in your jungle. What do you do? He could become active at any given time, and you can't predict when. Do you risk Fiddlesticks jumping in, or do you leave the area, potentially losing farm.
Q: Basically goes hand in hand with his passive, giving the intimidating global map presence. The thought going through the opponent's heads constantly is "Where is Fiddlesticks? He could be anywhere..."
W: I think this is a key part to Fiddlesticks, and it would be hard to change this ability without losing the current potential Fiddlesticks has in the jungle.
E: We all know
's tentacles are not intimidating in any way. They are weak, and they provide nothing by themselves. So, with this new E, you actually have a reason to be afraid of Fiddlesticks's Effigies. Why? Because if you go near one, you don't know whether or not Fiddle will come in, because of the cover that his E provides.
R: His crowstorm has remained largely the same, because it is the signature move of Fiddlesticks. His fear was moved on to this ability. "But Leif thats OP :(" Not really. The damage on this ability has been reduced, therefore making it less effective at killing and better at disrupting. When Fiddlesticks uses his ultimate, it is the point where he reveals himself and becomes active. Therefore, it makes more sense to have the fear on his ultimate.
NEW LOOK: I think this artist has captured the essence of what Fiddlesticks should be. I didn't make this, but it's awesome.
http://grabilla.com/06415-7b99472b-c237-46be-a627-8dd115db03b8.png
What are your thoughts on this new take on our beloved scarecrow?