User blog comment:Wlord99/Fiddlesticks Rework v.2/@comment-3391671-20170115070906

First, whenever you make custom content or a rework, remove the "blog post" category. I did it for you already, but a reminder for next time.

My criticism would go into reorganizing the abilities so that they are easier to read, but that's something that can be fixed over time with pointers.

In regards to the kit, it offers mechanics that better Fiddle compared to his live version. But, I do have some complaints about what you have done to the kit.


 * Before diving in, as I say to anyone, drop the flavour text. While it's fine to start off each ability box with a bit of it "XXX bashes his enemy, dealing..." but having it present throughout the abilities adds additional text that is unnecessary.
 * There isn't much to say about the passive, as either I have little to say or because Kassyndra already pointed out what I would comment about Dread. What I would say though is that the interaction with the brush is not where I would personally go with Fiddlesticks. While the current "stand still to get passive" mechanic doesn't work with his kit entirely, it's more thematic than this brush-hiding one.
 * The added is a nice touch.
 * I would switch Q and W around since W holds all the important information, such as  and how they are gained. Thus, I will comment on Draining Strike as if it's the Q.
 * Draining Strike can be simplified to describe better what it does. "Passive: Enemies hit by Fiddlesticks’ spells are tethered to him for 4 seconds, up to three time per unit. Tethered units are dealt magic damage for each tether on them while healing Fiddlesticks for a portion of the highest damage being dealt by upon a tethered enemy."
 * Currently, that " targets affected" makes the value of the heal fluctuate between its maximum effectiveness (3 tether) and its minimum (1 tether). If you don't want this heal to be too strong by having 60% heal on 5+ tethered enemies, as shown above, limit the heal to one value, in this case being the highest tethered heal possible.
 * "Additionally, Fiddlesticks gains as from tethered enemies, receiving 1  every  seconds."
 * While removing flavour text, I also made it so that Fiddlesticks would still earn over time, instead of receiving them instantly. This is better when he drains low health enemies who might die before collecting the fragments. In trade, receiving fragments from large minions/monsters is less rewarding-per-second while receiving them more consistently from champions.
 * For the active, while numbers are important, how they scale tends to represent what they'll provide.
 * Thus, I would ask if the damage is optimized. I have the same comment for the healing aspect, but this time, instead of having the " targets affected" again, I recommend that the heal be an actual calculated value. If my calculation is right, the heal would be.
 * Is the damage area/AoE of this active similar to 's Q? Or is that all just flavour text?
 * Besides that, the ranges could be reorganized so the Tether range is shown first, then the cast range, then finally the width. Let's not forget, is there a cap to how many fragments can be held at one time.
 * Soul Combustion/Crow Flight seems nifty, although I feel more that these abilities are ill-organized. The only reason these two items are connected is so that both cannot be active at the same time. Yet, when you have abilities connected by a toggle, they should compliment each other, such as how ' is a -gaining ability while toggled off and a -draining ability while toggled on. Instead, Crow Flight looks like something that would accompany Draining Strike’s passive, replacing the active.
 * Before moving any further into Crow Flight, Soul Combustion looks like something that would be part of Dark Wind instead. This is related to the above, since neither Crow Flight or Draining Strike interact directly with Crows. I do like the interaction though that Fragments are consumed to gain Crows. Is there a cap?
 * I am no fan of having this scarecrow getting a pesudo-hoverboard. Maybe if he starts flying with his Crows, it would make sense, but no to the "I can use this scythe as a speedy device like an ice car!"
 * Is there a need to add more MS to his kit? This doesn't seem like a part of what should be added to Fiddlesticks' rework. Even if you keep this, since I would think riding crows would seem more accurate than riding the scythe, this bonus should be based on how many Crows he has, and not necessarily burn the fragments, which can be used on better things. It's almost like you are making the souls of people to be used for fuel for mobility, which sounds wicked, but nothing I can call serious evil.
 * Dark Wind is rather nice in what it tries to achieve, where Fiddlesticks actually uses his crows for more than plopping it on one enemy for it to bounce to a few more. But I would say for a Mage, the effect of dealing damage to enemies is not desirable. But that's beside the point.
 * For an ability that uses Crows, I would expect him to expend Crows. Currently, none of his abilities use them up, and with no cap mentioned, he is basically a who receives all his AP over time passively, and doesn't need to secure anything serious to get them. Compared to  who needs to kill his victim, or a  who has to walk to the spirit to collect, this rework offers Fiddle eventual free damage to his E and R just by hitting spells on minions. As said, the process is eventual (1 Crow per, reducible by CDR), but nonetheless would make him hold lots of power in the late game. If you want Crows to hold significant power and not be some form of over-the-game-, it's best to have the Crows be expendable.
 * If there is a limit to how long this ability can be charge (seems to be 3 seconds), why even place a "per second" aspect? The maximum mana drain will be 94 anyways, so it's best to have it drain at 20 per extra seconds and describe in the ability that it will drain up to 60 additional.
 * The description can be streamlined, as I did with Draining Strike’s description. "First Active: Fiddlesticks summons a, channeling over 3 seconds, which enhances the effects of this ability while draining up to over the duration. During the channel, Fiddlesticks'' can still move, and enemies near him are dealt magic damage. After the 3 seconds are up, or when reactivated, the second active will trigger. Second Active: Fiddlesticks sends the  flying in a given direction, dealing magic damage to and  for  all enemies it passes through."
 * The ult... is better than before, but it makes me question why he needs stealth too. If he's already untargetable, and is even exposed because of his crows flying around him, why even go invisibile?
 * I also wonder why you have him channel twice for a total of 3 seconds to get his iconic AoE. For the first second, he has to channel over 1.5 seconds (usually doing nothing but that), then he flashes to only be useless (Although now untargetable) for another 1.5 seconds. Thus, I ask for clarification on two parts in regards to my gripe here: One, what does "Fiddlesticks can then re-positon his location of arrival." mean? Two, this ability can be reactivated, during the untargetable part? Why?

With the above analysis, I do like where you are going with some parts of Fiddle, but other parts are either questionable, or need clarifying of your intentions. I like how you are making Fiddle's kit look fun, such as the E and the Soul Fragment system, but I'm entirely on the train with items such as the hoverboard-scythe or the way his ult has some unnecessary new elements. Also, even with the and, I wouldn't categorize him as a support-secondary at all, although currently, he is categorized as a controller-support.