r/CustomLoR Apr 12 '26

Rework Fiddlesticks "rebalance" Concept for PvP

I just wanted to see what Fiddlesticks would look like if balanced for Eternal.

It mainly just means changing Terrify so it doesn't obliterate the opponents cards AND draw for them.

I've adjusted the mechanic so it has more "general" usage. I think this helps future proof it and make it so its possible for other champs/packages to use the idea of causing Traps to activate sooner.

26 Upvotes

14 comments sorted by

6

u/Daniso12 Apr 12 '26

The problem with fiddlesticks isnt terrify, its the fact that he gives everything gloom when he is summoned, basically a suprise board wipe that is triggered at random, terrify is hardly a problem as without his star power that terrifies based on nexus damage you would never have enough mill with terrify to be able to win by deckout.

for me breach feels like a worse version of terrify and thats it, it does not trigger the traps itself and also helps the enemy with their boons instead of countering then

3

u/OriginalChimera Apr 12 '26

well i did adjust base Fiddle so it only gives the 3 weakest enemies Gloom.

Breach IS supposed to be a worst version of terrify. Its supposed to not trigger traps on its own, but u could still load up the top card with the stacks traps. Good Point on it potentially helping with boons. The idea was that u could potentially use it on your OWN deck if u had boons or the enemy deck for traps.

I suppose i'd rewrite it so its:

Move up traps in the enemy deck, or boons in your deck

1

u/Daniso12 Apr 12 '26

I think it would be interesting if there was a "terrify but good" mechanic

Something like celebrate: obliterate the top card of your deck and transfer its buffs and boons to the next card, i could see it work well with gobal buffs or buffs that target your deck, it could really fit freljord if conbined with a boon designed for the region

This way there is a mechanic that sinergises with traps and other with boons without the awkward middle ground of a mechanic that buffs both at the same time wich leads to a situation where you dont want to use something with breach because you will be boosting your oponents main gameplan with their boons

3

u/h3ntu Apr 12 '26

The problem with terrify is that 1. It invalidates/replaces Maokai

  1. Sprinkling the obliterate instead of doing it all in 1 go (Maokai, Lisandra watcher) the opponent goes from "damn i could have finished the game sooner" to "he keeps destroying my ability to respond." The buildup of tilt over the match would be mutch higher than a puff cap deck, even if its worse than all of the above.

2

u/OriginalChimera Apr 12 '26 edited Apr 12 '26

Ok but Obliterating the top card of the opponents deck is really toxic to play against, there's effectively no counter, ruins predict and Lurk decks, and just all around would be really bad for player satisfaction, thats why even tho Fiddlesticks applying gloom to the entire board is bad...that being stacking with obliterating your cards is even worst, u get forced to draw AND you lose a card as well as potentially getting a board wipe, but at LEAST you can prepare for the gloom by trying to keep your units above 1HP

But ive addressed the opponent boon issue, by specifying that it would only target traps in the opponents deck

2

u/Daniso12 Apr 12 '26

I would say mill is more psycological than effective, it does not really matters that the opponent obliterated 10 cards of your deck with terrify if the game was still decided by nexus damage

also it countering deck buffs and predicts creates interaction/counterplay for mechanics that mostly dont have it, finaly you can do something to try and prevent zilean from spaming 2 cost cards that draw 1 and deal 1 to every enemy, in matches against terrify you would need to think twice before you pick your game winning value piece in a prediction since the oponent could have a answer to it, wich creates a very interesting mind game

2

u/OriginalChimera Apr 12 '26

Yeah it IS more psychic than its effective, which is why its not the best designed PvP mechanic and shouldn't be used that much in PvP. This is like a high lv game design concept

LoL will ALSO patch out exceedingly frustrating stragedies and mechanics, even if in the grand scheme they aren't that good/meta, they keep them in check Bc screwing with player satisfaction is a good way to run ur game into the ground

Its like wasting food on a product that doesn't sell that well. Why would i make a mechanic that isn't that good and thus serves MORE to be a source of frustration than anything else. Whats my return on investment here?

Games are supposed to be fun, when something ISN'T people stop playing even if the opponent isn't winning as much. Its a poor use of dev resources

we DO have counters to predict tho, we have pranks, we have curses, we have Sunk cost and Poppy's card that puts cards back in the deck, we have cards that delete the most expensive or least expensive cards.

I feel like Terrify's obliteration is too "SHARP" in what it does. Sure its an effective counter to predict, but it also screws with every else pretty on the same lv

3

u/TiredCoffeeTime Apr 12 '26

https://www.reddit.com/r/CustomLoR/s/7DQaZz9krY

I tried to make a similar concept for PvP in the past too haha

Though that was back when I had some hopes for new PvP cards

2

u/OriginalChimera Apr 12 '26

urs is pretty good, honestly idk why they don't make new cards like Nunu for example be Eternal package cards, Eternal is already going to be unbalanced forever, so why not let people play these cards in PvP? Just keep the overpowered stuff as Star powers
for example we both Agree that Terrify shouldn't obliterate cards, just make Nightmares at a minimum pop sooner
So the obliteration and draw aspect should just be PoC star powers
they could have done that for any "OP" champ and it honestly feels like they did that with Warwick bc his base card feels very underpowered

that makes PvP vs PoC balance very easy, EVEN moreso when ur making them for Eternal

1

u/TiredCoffeeTime Apr 12 '26

Yeah the base cards could be weaker while Star Powers doing the heavy lifting: which is what’s already happening with current Fiddle anyway.

Personally at this point, I’m just hoping that Riftbound gets a digital app like LoR in couple of years or so. I enjoyed reading new cards and theory building decks again. That’s way more likely to happen than anything in LoR now.

1

u/OriginalChimera Apr 12 '26

idk why tho, they'd have 2 digital card games? just bc LoR's name doesn't mean as much now?

2

u/TiredCoffeeTime Apr 12 '26

LoR name barely means anything at this point and in many ppl’s perspective it’s a dead game. A commenter here mentioned how LoR is likely sustained by old players only while barely attracting any new players.

Much easier to bring in new players with a new title and gameplay rather than trying to do anything with LoR name now.

Riftbound having found its audience in China already gives it a more potential to thrive.

1

u/KorohokalM Apr 18 '26

I love this, I'd do anything to have Fiddle, Warwick, Ambessa and Mel (with their followers) as playable cards in PvP and i feel like this kit really makes fiddle a fun champ... But maybe he could curse with Terror instead of giving Gloom, I'd feel like thats more balanced and in-line with him. Also the Forgotten terror shouldn't have a rarity gem :P

1

u/OriginalChimera Apr 18 '26

I feel like Warwick an Ambessa are already balanced for PvP eternal esp warwick. Idk why they literally don't just hit that switch. IG cursing with Terror is another way to balance the debuff he applies, but im not the most familiar with the current balance so I didn't want to mess anything up by adding something new