Fiddlesticks Proposed [Champion Update]

0112358fib·3/8/2018, 11:05:32 PM·3 votes·573 views
https://vignette.wikia.nocookie.net/leagueoflegends/images/7/72/Fiddlesticks_OriginalSkin.jpg/revision/latest?cb=20170621203130

Fiddlesticks The Harbinger of Doom So currently fiddlesticks is a really dated champion. He sees relatively niche play but is only competitive when his numbers are over adjusted. These are some ideas that I think would improve his gameplay and make him a really interesting champion to play.

Riot recently gave fiddlesticks a new passive Dread which gives him a movement speed buff after standing still. I absolutely love what this did to the kit, it unified all the abilities. However I want to propose something drastic.

P: Drain AUTO ATTACK: Fiddlesticks auto attacks now tether himself to the target enemies. While channeling, Fiddlesticks deals magic damage each second, and heals himself for a percentage of the damage done.

_I think this would be a great change because his auto attack are already have little impact. And late game his W is up so often that he doesn’t really auto attack. This new auto attack could be very interesting. _

Q: Dark Wind ACTIVE: Fiddlesticks sends a crow to the target enemy that bounces to nearby enemies up to 5 times, prioritizing targets not yet hit or targets affected by Drain, dealing magic damage with each bounce and Silence icon silencing them for 1.25 seconds once.

_This is the bread and butter ability on this champion and deserves this slot. _

W: Dreaded Effigy ACTIVE: Effigy Part 1: Fiddlesticks placed an unanimated Scarecrow on the map. Requires a set number of attacks to be destroyed (short to medium distance/limit 1 on map). Part 2: Fiddlesticks can channel to send his soul to animate the effigy. (2/3 second channel, medium/ too long range).

PASSIVE: DREAD Standing still or channeling abilities for 1.5 seconds grants Fiddlesticks bonus movement speed that lasts for 1.5 seconds once he starts moving. Being Stun icon immobilized will not trigger Dread, and will reset the timer.

I think that this would allow fiddlesticks to create a lot more strategic decisions. Making his location unpredictable would change where he decides to ult.

E Terrify: ACTIVE: Fiddlesticks causes an area in front of him to be filled with terrifying energy causing all enemies to flee as well as slowing them by 90%. Champions that are facing fiddlesticks are feared for longer.

A fear ability is absolutely mandatory on this kit because fiddlesticks is so squishy he needs this relative states. But as Riot is moving away from targeted CC’s this could be a positive change.

R Crowstorm: ACTIVE: After channeling for 1.5 seconds, Fiddlesticks blinks to the target location with a murder of crows flying wildly around him for 5 seconds, dealing magic damage to nearby enemies each second.

This is an iconic ability and shouldn’t be changed.

Let me know what you think. As Fiddlesticks is on the potential list for a VGU what would you like to see on his new kit, or what would you like to stay

5 Comments

LuaDotExe3/9/2018, 7:18:48 PM2 votes

Honestly, the main issue with current Fiddlesticks is the fact that his playstyle is unengaging, as well as the fact that he has a drain-tank ability on a squishy mage; that's some of what I've gathered from other players, at least. At the same time, his Drain is part of what makes Fiddlesticks... well, Fiddlesticks.

Unsurprised that Kempyrean's rework was mentioned here; don't worry about "originality." People come to the same conclusions and ideas completely independently, and you both executed the rework differently.

I like how you moved his Drain onto his passive; it's definitely interesting and very clever. The one thing with this that I'd be worried about is the potency of Drain; early game, his clears are mainly gated by mana and the Drain cooldown. Adding mana Drain onto it obviously wouldn't be that difficult, but if we don't have that secondary gate, your mana would likely feel terrible to make up for it. The other thing it does is mess with last hitting. In my opinion, it's better to just have it on an ability, so that your last hits don't feel like trash because your auto attacks are a drain. Perhaps a way to get around this, however, would be to have a burst of magic damage based on your attack speed, so that you have what is essentially the attack, plus the drain happening in between them?

Fiddlestick's terrify is also iconic, and I like the fact that it's now able to hit multiple targets; however, hitting more than one person might be pumping a bit too much power into his already powerful team fights, and the casting paradigm is a tad too much like Cassiopeia's ultimate. There's not much counterplay, either; it's an instant AoE terrify.

This also feels a tad too much like current Fiddlesticks, but with more CC and map pressure. While, in my opinion, the targetted goal of a Fiddlesticks rework should be to both make him more engaging and interactive to play as and against, this doesn't do too much of that. (In my opinion, this is linked to low APM, and the fact that your main ability is a thing that means you can't cast spells for the entire duration).

I like how Dark Wind prioritizes Drained targets, now; this allows you to bump less power away from randomization, much like Brand ultimate.

I feel like this could definitely go places, and I wish you good luck with your creations in the future. ouo

Christmas Boy3/9/2018, 2:25:27 PM1 votes

so what are you fixing? reworks tend to bring kits that work well. like you said his movement speed increase after standing still works great with the kit. what issues are you seeing with him that warrants this?

i like the scarecrow tp idea (i think a champ would need to be balanced around this extreme mobility) but it's cool