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Fiddlesticks - Dark Wind range check

Creator: JunSupport June 24, 2011 6:25am
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JunSupport
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Permalink | Quote | PM | +Rep June 28, 2011 6:27am | Report
This would lead to a very bored Fiddlestick to play, because the channel time is what fills up the pocket of nothing in his combo.

Allies initiate -> Crowstorm in, Dark wind, (cast ignite/exhaust if you have it), Fear someone, Drain. Dark Wind and Fear are on a fairly durable cooldown while allies clean up the effects of your Cawcawcaw'ing.

Being mobile during this time brings no serious benefits for a skilled fiddlesticks player.

Also,
The channel is what keeps him balanced in low ELO. If Fiddles were able to regain health WHILE casting other spells, no one would be able to fight him except maybe Tryndamere, Olaf, and perhaps Gangplank with Executioner's.
Honestly, a newbie sees a tether that's lowering his/her health, while fiddles' is rising. On top of that, fiddles doesn't have to do anything except stay close.
Only smart option is run, you can't fight something like that.
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Searz
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Permalink | Quote | PM | +Rep June 28, 2011 8:05am | Report
That's why the damage is reduced. To be able to fight him while it's on.
Maybe reduce it to 50/75/100/125/150 from 60/90/120/150/180.
Maybe also make scilences able to interrupt it (but still not other CC).

Besides; a leash range of 600 isn't much. If you're ranged you can just back off 50distance units and then attack again.

Bottom line: the only solo target damage spell you have forces you to stand still to do damage..
Having to stand still to do damage is a bad mechanic.
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JunSupport
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Permalink | Quote | PM | +Rep June 28, 2011 6:21pm | Report
It's not so bad when the enemies do the moving(running) for you.
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Jebus McAzn
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Permalink | Quote | PM | +Rep June 28, 2011 8:40pm | Report
can we take this to a "fiddlesticks theorycraft thread" instead please
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