Talk:Fiddlesticks/@comment-201.86.193.105-20111229173032

Theorycrafting time, yay!

Lets imagine this scenario: Fiddlesticks is waiting in a bush, and an enemy is going to facecheck. The exact moment the enemy sees the status bar effect, he/she will flee in a straight line, and Fiddle will start to channel the ult. Once finished the ult, Fiddle will attempt to fear the target. If sucessfully feared, he dies. If not, he lives.

Presuming this scenario, as soon Fiddle is detected, the enemy will have to move 375 units in 1.5 seconds to avoid being feared (800 teleport range, + 575 fear range, -1000 passive range). This translate into a movspeed of 250. As you can see, unless Fiddle cock up the ult before enemies get in range, they would only require 250 speed to move out of the way, presuming perfect reflexes. Of course there are many variables, like latency, reflex times, dashes and flashes; but taking these factors out of account, you can see that there is some wriggle room to make up for the fact that no player is a machine with instantaneous reflexes, and therefore a skilled player could move out of harms way.

If the passive were to be reduced to 775 range (so it still affects Drain), then the range required to flee would be 600, or average movspeed of 400. This is above the average movpseed in the game, so even a machine with no lag and perfect reflexes wouldn't escape with no character wearing at most a movspeed 2 boots. The smaller range also have other benefits: by having a smaller "give away" range (in this case, slight smaller than ult's teleport range), it's easier to tell if a enemy will commit to a trap or is just messing around. A 775 range could still provide it's teamfight usefulness and the most of the desired effect, while greatly improving his ganks.

Just for further analysis, there is a reason why flash is taken with Fiddlesticks, as it artificially extends his ult range by 400 units. Using the calculation of the first example with flash (800 ult + 575 fear + 400 flash - 1000 passive), the running range would be 775 units, or 517 average movspeed. >.> If you reduce the passive to 775 again, the final "flee range" would be exactly 1000, or 667 average movspeed.

Before anyone argues that this makes fiddlesticks too strong and what not, remember the "passive detection range" is already 0 in most cases, since most people don't bother to look at the status bar. This modification would be actually a nerf, a quite unnoticiable one but still a nerf, that ironically be quite a quality of life change on him. That, ou reduce the range in which the magic reduction applies if you can't see him, making this entire post moot...