[Rework Suggestion] Fiddlesticks - Terror in the Fields

regonas··11 votes·1,927 views
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#KIT

......................................... ........................................................................................................................ Passive Scarecrows After performing no actions for 3 sec (not dealing or taking damage, not moving or consuming items) you become untargetable until you perform any action. While in this state, all buffs on you are hidden from enemy team. In addition, wands you place also place a copy of you, which can't be targeted or destroyed. This copy dies when wards expires or is destroyed. Also, you can place 1 additional ward. Using any ability while nearby one of your Scarecrows will cause that Scarecrow to mimic your abilities, however these copies deals no damage and inflict no negative effects on enemies (just visual effect without damage or debuffs). ........................................................................................................................ .........................................

......................................... ........................................................................................................................ Q Creeping aura Passive: nearby enemies loses 3/4/5/6/7 points of magic resist every sec, stack up to 5 times and remains until they stay close to you. Enemies can't see visual effect of this aura and it is now shown as part of debuffs.

Radius: 575

Active: target an enemy in cause him/her to run in fear for 1/ 1.2/ 1.4/ 1.6/ 1.8 sec. If enemy have 5 stacks of aura on them, then this ability also deals 50/70/90/110/130 (+40% of AP) magic damage and fear will last 0.7 sec longer.

Range: 575 Cooldown: 15 / 14 / 13 / 12 / 11 sec Mana cost: 65 ........................................................................................................................ .........................................

......................................... ........................................................................................................................ W Drain Away the Life Tethers yourself to the target enemy and channels for up to 3 seconds. While channeling, deal 70/100/130/160/190 (+50% of AP) magic damage each sec and heal yourself for 60/65/70/75/80% of the damage done. If you successfully channel for 3 sec (link is not broken), then root your target in place for 1 sec and remove remaining cooldown from this ability.

Range: 575 Tether range: 650 Cooldown: 14/13/12/11/10 sec Mana cost: 80 / 90 / 100 / 110 / 120 ........................................................................................................................ .........................................

......................................... ........................................................................................................................ E Dark Winds Send out crow at targeted enemy. This Crow bounce from your target to another nearby enemy and then bounce again. Same enemy can be hit twice. Each hit deals 50/80/110/140/170 (+50% of AP) magic damage and reduce vision range by 90% for 1.5 sec.

Minions and neutral jungle monsters take 50% more damage.

Range: 740 Range of bounces: 450 Cooldown: 12/11/10/9/8 sec Mana cost: 50 / 60 / 70 / 80 / 90 ........................................................................................................................ .........................................

......................................... ........................................................................................................................ R Crowstorms Passive: passively build charges over time. Max charges: 3. Every use of active ability will remove one charge. If you have no charges, you can't use active part.

Active: blink to targeted area and release a flock of crows, to swirl in that area for 2 sec. Enemies, in affected area, will take 60/75/90 (+25% of AP) magic damage every 0.5 sec. Every 3rd use will also fear enemies in area you blink into for 1 sec.

Range: 600 Radius: 350 Recharge time of one charge: 75/65/55 sec Mana cost for one use 75 ........................................................................................................................ .........................................

8 Comments

Horidas2 votes

What if you could globally hear crows overhead when he begins channeling his ult? Lots of pressure and spookage.

This has some reeeaaallly good ideas for this. Good stuff.

LeifTheExplorer2 votes

Starting Build: item 1039 item 2043 item 2043 item 3362

You are playing some Rammus jungle, and you just finished your krugs. You are now making your way to your red, but you are caught by suprise! Fiddlesticks Fiddlesticks Just standing there, looking at you. Which one is Fiddlesticks? You decide to start your red, as your smite will be up soon. ... One minute later, you are almost finished. But all of a sudden, one start's moving! You have no time to react as you are frozen in fear and the life is being drained out of you. First blood.

Honestly, the new kit has cheesy elements that seem trollish yet fun, and I believe with a few changes they could actually be balanced, you'd actually have a pretty creepy and scary version of Fiddle! Let's tackle the abilities 1 by 1.

Passive: Cheesy, but can be balanced. As the story demonstrated above, crazy psychological effects. I have a few questions as to how it would work. Would standard wards (item 3361 item 2049 item 3711 ) now have similar qualities to item 3363? (Can be seen by enemies in bushes and don't become invisible) Balancing for undeniable vision with this passive could be hard, but I have a proposal that might work. Make all wards you use (Including item 3363 & item 2043) last no longer than 80 seconds. Undeniable permanent vision would be very hard to deal with (Absolutely broken in competitive play) So this helps in terms of balancing. 80 seconds is enough time to set up a suprise, so in reality it should work. I'd also remove the mimic. I think when a scarecrow starts moving, only total noobs will aim for the one without the health bar. Its a redundant inclusion. Also, make the 3 second channel to become untargetable only happen when the enemy team doesn't have vision of you. Fiddlesticks should only be scary when you don't know where he is or which one he is. Like I said in my post, bonuses for being sneaky.

Q- -Rename to Looming Surprise. Passive: Gain 1 stack of Looming Surprise every second when within 1000 units of an enemy and you are in "Scarecrow Form", up to 6 stacks of Looming Surprise. Looming surprise stacks are reset if there are no enemies in range or when you begin moving. Active: Cause a target enemy to flee in fear for 0.75/1/1.25/1.5/1.75 seconds. If you had 6 Looming Surprise stacks, you dash to the enemy target and the fear duration is increased to 1.5/2/2.5/3/3.5 seconds.

Range: 500 Cooldown: 16/15/14/13/12 Mana Cost: 75

More rewarding. Junglers shouldn't have point and click hard CC that does damage. That is easily considered broken, but when it does no damage and requires a follow up, point and click hard CC on junglers is "balanced"

W- -The name drain is just fine. No need to add more words IMO. Maybe "Courage Drain" or something like that? Because that's what Fiddle is doing. Active: Fiddlesticks tethers himself to the target enemy and channels for up to 3 seconds. While channeling, Fiddlesticks deals 80/110/140/150/190 (+50% of AP) magic damage per sec and heal yourself for 60/65/70/75/80% of the damage done. If you successfully complete the channel, Fiddlesticks deals an additional 50/70/90/110/130 (+10% AP) (+7.5% of the target's missing health) true damage to the target enemy unit. (The channel is interrupted if the tether is broken) (Fiddlesticks begins the cooldown after completing/interrupting the channel.)

Cast Range: 550 Tether Range: 650 Cooldown: 5/4.5/4/3.5/3 seconds

E- -Rename the ability to "Uncanny Winds" Dark Wind always sounded stereotypical to me, do you agree? -I like it the way you made it, but make sure to specify that the Blind can't overlap on subsequent bounces. A 3 second point and click blind is kind of OP and frustrating to play against IMO. (Cough Cough Quinn)

R- -Your take on R is interesting with the whole charge system and everything, but I kinda like the way Fiddle's ult works right now. It is his main teamfight presence, and with your version of Crowstorm, Fiddle loses that. You might be able to spam it, but it loses range, loses damage, not to mention its like a free summoner 4 up every minute. It just doesn't really feel like SURPRISE! anymore, and that's the key part of Fiddlesticks gameplay, even with this version of him. The reworked ultimate just seems like a DoT supplement now, not the SURPRISE! nuke that everyone knows him for.

-Honestly, the only changes I'd make to Fiddle's R is make him to be able to channel in "Scarecrow Form" as if he's just standing there than he suddenly jumps on you.

The great thing is, is that Fiddlesticks isn't really that item reliant (If you keep Crowstorm the way it currently is, a nuke with high base damages with a few tweaks here or there) Therefore, he is able to buy as many ward items as he wants. Take away his current ultimate, and I think he'd struggle a lot damage-wise against champions.

Recommended core items with your rework and my changes: item 1410 item 3158 item 3157 item 2045 item 3364

What are your thoughts on this? I really enjoy your idea, and think it could go places. I really like the interaction and emphasis on wards. :D

CrimsonCobra31 votes

That starting scenario doesn't actually make sense. No-one would leave the scarecrows there when they see them. We also know early game there can be only one fiddlesticks copy, and therefore one must be real. Actually, the passive is the only aspect of this kit that I really like, and even it's a little awkward. The entire kit seems to maintain his main flaws while trying to patch up his lack of power and give him some increased scare factor. The increased scare factor is the one part that's good.

I personally think Fiddlesticks should have a little more burst with a far stealthier, "I'll catch you out" Shaco-esque playstyle. His drain is good for the jungle, but rather difficult to use against enemies.

Basic Suggestions: Passive: something creepy that enables him to jump-scare opponents. (This rework has that.) Alternatively, something that gives him burst.

His drain is iconic, but difficult to make useful. Suggestions:

  1. include a passive or active marking system that increases the range of the drain.
  2. Permit these copies to be the source of the drain, permitting Fiddlesticks himself to maneuver the enemy.
  3. Have his drain deal bursts of damage every second or so, healing for more and slowing the enemy. This makes the ability sustained + burst + CC without making it too strong, as the power is simply transformed instead of increased.
  4. His drain marks enemies, causing his other abilities to stun them for 1 second.
  5. Make his drain AoE, or pseudo-AoE. (That is, multiple targets, up to a maximum.)

As for general suggestions, I would say that Fiddlestics shouldn't be a high-cc champion, as stuns and roots feel awkward on a champion that is supposed to inspire fear. I personally am not a big fan of his silence either, I think it's more a tool to make him a little stronger than thematically correct. Therefore, since he doesn't have CC or heals, (a terrifying healer is an interesting idea, but not Fiddlesticks), he needs damage. He's rather good at sustained AoE damage at the moment, but it doesn't really work too well for him because he's also glass-cannon. If he gained health back, or had damage reduction, on his ultimate, that wold make his ultimate a little more viable. Good ideas for burst damage though are not very good for him thematically. Therefore the best idea is to channel him towards a more 'Shaco-esque' playstyle, except even more frightening, and maybe a little less on the immediate damage side.

For stealth and fright: Unfortunately, Teemo has the 'invisible when standing still' passive. So that's off the table. One thing that could be done is to really channel Fiddlesticks into a jungler role and cause him to spawn scarecrows in the middle of camps arbitrarily. These scarecrows could do numerous things, such as enraging the camp creeps (more for psychological effect than gameplay), deal AoE damage when he casts abilities near them, pull enemies towards them when he targets an enemy, and maybe just generally increasing his damage or healing. They could be used psychologically though to discourage counter-jungling, and freak out the enemy jungler. He doesn't know if it's a real or fake Fiddle, or if Fiddle is hiding in the bush. It could generally be used to make the enemy jungler's life a living and dying hell. However, that's only the jungler. Fiddlesticks should have a global effect. Therefore, I propose several ideas that might make him more frightening and dangerous:

  1. a blind, like with Quinn and Nocturne. If the enemy can't see their own allies, they'll be scared.
  2. a passive or active marking system that causes the marked enemy to see Fiddlesticks everywhere, maybe even showing up in the fog of war. This could make it harder for them to know if the real Fiddle is on their map, or just a fake. Which is definitely difficult to manage, and will probably result in that enemy cowering under their tower. (Especially in uncoordinated play, in teams, communication will help stop that.)
  3. when Fiddlesticks stands still for 5 seconds, he gains the attribute 'Death Waits.' When he begins moving again, 'Death Waits' deals damage to, and terrifies, any enemies that are looking at him, and have vision on him. (Range = 600)
  4. A type of blind that causes the blinded enemy to see all opponents as Fiddlesticks, and reduces vision.
  5. A new type of CC that reduces the vision range, blanks out the fog of war (solid fog) and causes all audio but Fiddlestick's to be silenced on the affected enemy. (This also assumes that Fiddlestick's audio is updated to be creepier.)
  6. A brief stun that blacks out everything but your character.

As you can see, messing with vision is very crucial to what I think is scary. I've always thought that Nocturne's and Quinn's blinds were the most terrifying, because I didn't know what was going on. But I think that for Fiddle, the creativity should really be amped to a new level.

donortiz551 votes

I do enjoy this new rework idea. I just had a thought when I was looking at his passive that where the yellow trinkets and what not are. Instead of having wards you place fiddle scarecrows and you cannot replace that ward/sweeper/blue thing because you can only place scarecrows.

regonas7 votes

{quoted}

I do enjoy this new rework idea. I just had a thought when I was looking at his passive that where the yellow trinkets and what not are. Instead of having wards you place fiddle scarecrows and you cannot replace that ward/sweeper/blue thing because you can only place scarecrows.

item 2045

donortiz551 votes

touche

Mannysmoker1 votes

I'm pretty sure that would increase the play rate of Fiddlesticks by a ton...

regonas8 votes

{quoted}

I'm pretty sure that would increase the play rate of Fiddlesticks by a ton...

I didn't do much. Just added more synergy, more strategy, more scaring/ creepy elements, more control, lowered damage, but increased reward for locking and bursting enemy down.

He would become more creepy and scare to play against. Also, as it now, his kit isn't working well with itself and have no strategy to or skills required to play him. I just added something he is missing right now.

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