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Quick Gameplay Thoughts: May 24

RiotMeddler··1 votes·139,973 views

Hi folks,

Usual Disclaimers

These posts will often contain talk about future work we're doing, or planning to do, that isn't yet guaranteed to ship. The nature of the work could change or, depending on what we discover, projects mentioned may get delayed or even stopped. If you'd like to see a Tweet whenever a new one of these posts goes up:


State of work on a few champs

Not much new that's ready to talk about this week. Going to do some quick run throughs on current plans for a few small champ updates as a result.

Teemo

Teemo changes have been on the PBE for a while now and we've also recently got some on site user lab testing done on them. Seeing some positive sentiment and some concerns. Plan is to try another iteration as a result, with a particular focus on improving the E, then reassess overall state of the project.

Aatrox

Aatrox changes have been live for a bit now. So far we're still cautiously optimistic about them, with the revive no longer being reliably available showing particular promise. Looks a little strong in high MMR play, not planning on nerfs in 9.11 at least though. Very interested to see if changes have addressed some of what made him so pick/ban in pro, even when weak elsewhere, and should see pro play on them shortly.


Yuumi

We're starting to see Yuumi succeed quite well for people who've played her a lot. Player sentiment's also shifted from a clear consensus she's weak (pre hotfix) to a wide range of opinions from too weak to balanced to too strong. Holding off on any changes beyond some low power impacting useability stuff and bug fixes in 9.11 as a result. Trying to be cautious about not buffing needlessly if we can help it, given that would force future nerfs.


Diana

As with Teemo we've had some Diana changes on the PBE for a bit. Feedback on those has generally been on the more negative side. We do think they accomplish some of our goals with the project, but aren't confident about the overall package landing in a good spot. Plan is to cut a lot of the changes as a result. Likely means we ship some small adjustments now and then consider Diana for further work sometime a bit later in the year.

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229 Comments

Hotarµ50 votes

Semi-unrelated, but:

Any chance you guys will ever acknowledge Shen's bugged interaction with Hail of Blades? He legitimately hasn't been able to use the rune since 9.1, as his Q is being classified as an auto-reset and takes priority over the rune as a whole.

I've filed multiple support tickets, made some Boards/Reddit posts, and even tweeted at a few Rioters, yet it's been left unfixed for a while and it's very discouraging. Shen is a champion who needs all the help he can get in lane and fixing this could open up new playstyles or builds.

At the very least, it would make Shen more fun to play and I feel that's something he desperately needs right now.

Zoli Ben16 votes

Hi Meddler! I know it is not exactly your field, but so many people are curious about the VGU vote results. Is there any ETA for that? MSI is over.

RiotMeddler9 votes

Should have results ready to share within the next 1-2 weeks.

Galactic Mayhem13 votes

Anything regarding akali? She just keeps getting nerfed cause of pro play and you guys don't even bother justifying it anymore

despacitus2 votes

[{quoted}](name=Galactic Mayhem,realm=EUW,application-id=A7LBtoKc,discussion-id=6nEuYRvs,comment-id=001b,timestamp=2019-05-24T15:30:13.127+0000)

Anything regarding akali? She just keeps getting nerfed cause of pro play and you guys don't even bother justifying it anymore

shes fine right now?

PhilTheTrill813 votes

Akali is not weak by any means. She's just hard. Put more time into her and you will improve.

Ozzburne1 votes

So you don’t think gutting 50% worth of scaling from her passive and nerding her energy restoration will kill her?

Ragnaveil1 votes

It might, for her toplane if anything. She's abusing melee matchups due to how much she can poke them out with Q auto Q auto level 1.

Ozzburne1 votes

Ahh yes her abusive and busted top lane where she is winning looks it up ~46% of her matches

yeah what a powerhouse

Anu3isII2 votes

You take her general Win Rate, which is bound to be low for a high skill cap champion.

Gankr12 votes

The Zac ult revert is not actually a revert, but no Rioter has responded to the issues Zac players have with it. Most of us favor a revert, but the ult currently on PBE is different than his original one. The knockback on his PBE ult is next to nothing, while his old knockback used to be significant. Utilizing the knockback was what separated the good Zacs from the bad ones. Back when he was reworked, the reasoning behind changing it was because it was a "chaotic Wukong ultimate". What is currently on the PBE is basically the same thing as Wukong ult, while his old ult was very different. The original ult was all about positioning it correctly and timing bounces to knock the right people in the correct directions. For some reason, those reverting Zac have decided to take that away from him. Also, his PBE ultimate uses the same blob spawning rules as his Scoop one. It is supposed to be one blob for each bounces on a champion, but now it is blobs equal to the amount of champions hit with the first bounce. The blobs also are supposed to spawn in between him and the champion hit when ulting, which doesn't happen. The worst part is we don't even know if it is on purpose or a bug that hasn't been fixed because we have had zero feedback. Also, he is never going to be balanced or fun to play with his current Q because it is such a powerful ability that the rest of his kit had to be nerfed. It's a cool ability, but it doesn't fit Zac's playstyle at all. His reworked Q and ult both destroyed what Zac was as a champ. He was all about moving around the teamfight, picking up blobs and throwing out low cooldown abilities. Now he doesn't have the freedom to move around because his Q is so clunky. It would be like giving Singed new Zac Q. Would it be a good ability and a buff to the champion? Of course. Would it destroy what the champion is all about? Absolutely. The ability does not belong on Zac and older Zac players will not be satisfied with it being a part of his kit.

69mememaster2 votes

this dude knows his zac

Abyz10 votes

Hello,

I have concerns about the Akali nerf (yet again ...). Why do you nerf her bruiser AD build in a way that encourages her to go towards item like Titanic Hydra (nerding the AD ratio) ? I currently play Akali with Ravenous Hydra rush, Tri Force, Death's dance as core and it works wonder, but to me these nerfs mean :" We want to jill your champion and make it build tank". Any context ?

Anu3isII2 votes

It simply targets her Gunblade power spike more than anything. If her AD build was out of line, they would have nerfed solely her AD Ratio.

Ashes of Dreams10 votes

Please comment on Akali. It seems that other champions are just getting much more though when it comes to balancing between competitive and normal play. Aatrox was adjusted, Urgot was adjusted, but Akali is slated for a large nerf to her passive despite sitting on a 45% winrate in regular play. It is disheartening.

Qiyana is SO HOT8 votes

Meddler any chance you can go over the Akali nerf and explain why shes getting such a heavy handed nerf out of nowhere? Also is it on the radar for her to get an Aatrox level mini rework? Its obvious at this point she has the same problems he had when it comes to pro play and solo Q.

Red Fr0st6 votes

What about Zac? no tweaks, no comments , nothing after appearance on PBE

Variiz6 votes

Hi Meddler, can we get the context on the Akali nerfs? Any chance she’ll get the an Aatrox/Urgot style mini rework to make her less oppressive in pro play and more consistent in soloq?

Ozzburne2 votes

It’s literally impossible for her kit to be anything other than:

  1. Broken and OP Or
  2. So weak she’s literally unplayable

That’s just the nature of her kit because Riot doesn’t know how to make a non broken champion

Vanishya5 votes

One day, bb Diana Diana :(

beany5 votes

Thoughts on the nerfs for jayce that is entirely due to his pro presence? It seems this is the first time he is being nerfed without an accompanying high priority in solo queue. It also doesn't seem to address pro players' tendency to pick ranged champs who can be flexed into mid.

Also, any thoughts on how you would reduce the strength of sylas in pro? I think hitting his ability to hold ults for extended periods of time as well as the lv 16 " 2 ults " powerspike could do the trick without significant impact to his solo q performance.

RiotMeddler27 votes

This is likely an unpopular opinion with some, but my personal take is that Jayce has never had a healthy pattern. When he's been successful it's been in ways that leave his opponents with few ways to interact well enough with him in lane or later. Not expecting this current nerf will do anything other than band aid things a little. Wouldn't want to sink a lot of time into Jayce either though until other champs in significantly greater need of work get help first.

Sylas wise we believe wave clear to be a good angle to hit. Tends to be particularly valuable in pro versus other contexts. Means potentially pulling power out of that and then seeing if we can put it elsewhere (though that bit's likely to happen in a follow up patch if so).

Kadexe2 votes

Just make him less tanky so opponents can engage on him and hope to win.

oliver13503 votes

Hey Meddler. I have felt the same way about Jayce since his transition to lethality way back when. I once upon a time played him exclusively. I have given this a lot of thought and the conclusion I came to was making him more flexible by moving his power budget to hammer form and to durability on hammer form. This gives opposing loaners a clear sign of aggression and leaves much of the cannon form power in just the auto range. This would force a longer form change cooldown but would make the champion more flexible to play and balance.

Hammermancer2 votes

{quoted}

Hey Meddler. I have felt the same way about Jayce since his transition to lethality way back when. I once upon a time played him exclusively. I have given this a lot of thought and the conclusion I came to was making him more flexible by moving his power budget to hammer form and to durability on hammer form. This gives opposing loaners a clear sign of aggression and leaves much of the cannon form power in just the auto range. This would force a longer form change cooldown but would make the champion more flexible to play and balance.

Yeah I sometimes play him as a hybrid bruiser and adc vaguely similar to his older builds item 3004 item 3078 item 3071 item 3153 item 3022 item 3047 /item 3111 I run Press the attack or conq depending on the matchup (And klepto when countering) then I run legend tenacity or bloodlust, with Magic boots and Intelligence (5% cdr overflow) It's super fun and actually can fill both Adc and bruiser status kinda

Velasan6 votes

That's actually always been my opinion on Jayce. It's why he's so frustrating to play against combined with the sheer amount of burst he can bring to the table when he lines everything up.

Velasan5 votes

I have come here today once again to talk about Swain.

I recall that recently when the team met Swain was looked at and the balance according to available statistics is pretty much spot on. So, I'd rather share some insights on Swains game play today rather than ask for straight buffs. I made a post about Swains visuals in the past so I'm just going to stick to the game play side only.

Right now I would say the rework is actually good in that it has cohesion and at least somewhat similar game play to the original, although it lacks at least one other DOT in the kit to synergize with the ult. He would have better item strength if he did have another DoT to match with the typical Liandry + Rylai combo, but other than that the new kit is done fairly well and has a nice thematic of armored sorcerer chucking lightning.

However, Swains play rate is extremely low right now. I think that's because (as someone who has played the champion a lot myself) he just isn't that satisfying to use. There is no, "Gotcha!" moment with Swain. Even hitting his full combo often doesn't feel very rewarding. He also has some minor things which make him awkward to use.

Some things that could make the champion feel better to play:

  1. Slightly increase his attack speed. His new auto attack animation is better than old Swains notoriously awful one, but his attack speed is slightly too low to make use of it properly. There is often a long pause during the wind up which I think could be easily fixed by a slight attack speed increase (probably around 5%). Unless it was an intentional inclusion, that wind up time makes it harder to farm and harder to get in harass during the laning phase.

  2. Let Swain move while casting Q. I understand this would make him better at kiting, but it would also help him against extremely mobile enemies. Kiting out a difficult mobile enemy while moving and casting Q is what Swain SHOULD be doing. He's already immobile so increasing that during casting only makes it worse.

  3. On the ultimate it would better to do something extra with souls and remove Demon Flare all together. For the amount of cool down on the ultimate I would rather that it be stronger DoT and heal and simply remove the flare portion. Without flare being part of the power budget can also let it drain from 5 targets. Remember Swains fantasy as a champion is to pop the ultimate and wade into battle and attempt to penta the enemy team while in the thick of the fight. Having his ultimate purposely set to only 3 targets vs his original 5 actively limits you from being able to do that.

  4. Let the Q always pierce through the first target it hits and then only continue to a third target if that target dies. It would make him better at trading in lane, particularly against healing/shielding enemy mid laners who stand in the minion wave (like Sylas or Yasuo). Right now a single melee minion can eat an entire Q. Lissandra already can do this with her Q and hers slows on top of it. Swain is only going to get max damage if he is standing right next to the enemy he is using Q on to get all the bolts. If he is using it to pierce minions at a range he wont be getting full damage on it anyways.

Even if his overall power has to be lowered to make some of the above changes it would make him feel much better and more satisfying to play. I think his current power is about right. He just needs some adjustments to make the champion smoother when played. Most of the comments I've read about the champion seem to have the same consensus that Swain is reasonably strong, but suffers from a really bad laning phase that could be helped with the above suggestions, and that he doesn't feel all that satisfying to play due to having no "high moment" where everything comes together.

Thank you for reading. Keep in mind the above are just suggestions and could use only one of them or all of them as needed.

Aether Chronos2 votes

As an OTP, i think he needs some tweaks, at least to make his gameplay more satisfactory. From my point of view he has 3 things to have in mind for make changes in his kit:

  • 1st (comeback chances): I know Swain is a champ who can make easily 1 vs 9 if he's enough ahead, but the problem is that the game punishes him too much when enemies get advantage (an advantage that not always is because the skill difference between both players, like thoose times you're getting camped hard). I understand there is necesary some ways to punish you for loosing lane, but his main problem right now is that the punishment is far way bigger than the reward for winning lane. For make that impact that is supossed you have to do (and that justifies the slow way to scale if you're behind), you need a HUGE gold advantage, meanwhile if enemy kills you 2 or 3 times in lane you're nearly out of the game (at least if you dont have a team who is stomping).

This is the most unsatisfactory part of the champ, but it would be easy to solve if riot would fix the next problems that comes from this first one. And the reason is that thoose problems make swain a really manichean champion, because you can be a monster yeah, but you also can be useless if you're behind :c

  • 2nd (Waveclear): In this point the problematic concept is the "death's hand" [Q]. That skill is really nice and works more than propperly when you're even or ahead, but the problem comes when you're behind. If you're behind means you're scaling extremely low, and the problem is that this skill has a really low basic dmg and scaling per bolt. In addition, the lighning bolts never pass tru enemies or minions if they dont kill them, so... considering swain is not a mage who builds tons of ap... it gives you a lot of problems to CS propperly when you're behind.

And this is not the only problem, because less waveclear in Swain's case means less push capacity, and that problem is even bigger considering he's really awfull farming under turret. In other words, he just hasnt got waveclear when he's behind.

Consider that Swain's CS has been really low from this season, and this is because now minions max HP scale too hard for him, so this problem has been even harder this season.

  • 3rd (his healing): This pont is similar to the last, because its affected by the same concept. Swain has the worst healing capacity from the "self-healers" nothing to do against champions like Rhaast, Vladimir, Fiddlestics, etc. By the other hand, that point is understable, because even having the lowest self-healing capacity i have to say its one of the most effectives, considering you get it just when you need it (fighting). . The problem comes that (again), this is wonderfull when you're ahead... but its truly awfull when you're behind... (and btw, its just inssuficent when you're even if enemies takes grievous hounds). . This come from 2 sides (his passive, that scales per max hp and his R that scales per 16% x 3).

  • 4th (his damage): Im not gonna say swain has no damage, because that's just not true, but the problem is that (again) when you're behind you are same as a minion. An example of this feeling comes when you're playing with the "Tyrant Skin" and you feel you can destroy everyone when you're ahead... but when you're behind you feel like you were unable to do nothing.

  • 5th (his combos): The problem of Swain's combos are the core skill for them (his [E]). Nevermove just pass tru enemies at the begining, but then explodes to the first unit it impacts... The problem? simple, the skillshot is extremely slow, so its easy to dodge, if the skill would be easier to hit, it wouldnt be so easy for the enemies to get you out of the game with some ganks.

.............................................. ..............................................

Solutions? Simple:

  • [Passive]: Adding a new effect to the current (i think in one of thoose options): 1---- Giving swain a (%) of his damage dealt as healing (similar to the taste of blood or aatrox passive). 2--- Increasing max hp restored if you're low hp (for instance "swain heals 5% up to 20% per soul depending of his hp lost) With this swain would have enough sustain to fight if he's behind, and he wouldnt be inmortal if he has some kills. .
  • [Q): First of all, you need to do the lighning bolts pass tru objetives (at least with minions), and second, i propose this change to the way the bolts are stacked: you get the max damage stacking 3 bolts, and the rest restores mana (flat). With this you would fix the main swain problem and you would give him enough mana sustain. In addition his main skill to do damage would be easier to use (hitting 3 bolts makes you being at melee range and that's just impossible when you're not ahead). . [W]: The only thing i would say is to have less casting time or less dmg reduction for minions, but i admit this is secondary. . [E]: You need to do one of this changes: 1----The skillshot can ALWAYS pass tru units, and just explodes with champions (in this case keeping his current speed). 2--- The skillshot is far way faster (in this case keeping the explosion with the first unit impacted). With this swain would be less situational, and you could make the game experience easier and more satisfactory. Even more, in the first option i would even acept a nerf to the damage. . [R]: Needs more healing, and less healing reduction with minions (swain is a champion who is usually camped, and sometimes is hard to deal 2 vs 1 because of this). In addition his ultimate has too much cd (2 mins is excesive for what it does at the begining). In addition, that 0.5 scs delay its just stupid, considering you've removed it from all similar ultimates like nasus or renekton. And... there is the main problem... the souls... Souls are really hard to get when you're behind... so you can imagine what i'm going to say...

I propose to make this changes: 1--- Healing is bigger (from 16%ap per unit to 25% per unit) + (reduced healing for non-champion units from 3.2%AP per unit to 10%) 2--- Instant cast (same as nasus or renekton). 3--- You dont need a soul to use the "demonic ascension", but until you have at least a soul you will deal 30% dmg of THIS skill, incluiding the demonflare). 4--- Less CD for the ultimate (at least 90 seconds, 120 seconds is too much for real :c )

Doozku4 votes

Is there any new info about Ryze?

RiotMeddler5 votes

We've got some changes in testing, aimed at making his skill floor friendlier in large part. Hoping to have something in for 9.12, depends on how playtesting goes though, first version showed promise but has issues, working on a second version now.

xJokerrrr4 votes

Any changes planned for Rammus? His win rate is very high, and he has very few counters in the current meta. Not to mention he is extremely frustrating to play against.

He also has extremely good waveclear, and his ganking is very powerful.

RiotMeddler3 votes

Looking at some simple nerfs for him in 9.11. Lower ult damage and less damage on AAs from passive potential targets.

Grandpa Zil2 votes

Meddler, what are your thoughts on the absence of melee champs in toplane at the moment (in both competitive and solo due). Seems like ranged tops especially Kennen are taking over, with not much counterplay for tanks and bruisers during laning phase.

Eleshakai4 votes

Mentioning the Diana thing - I feel like a big part of the problem is that AP bruisers simply aren't supported by items. Are there any plans to work THAT into your changes so that she doesn't feel like a square peg trying to fit into a round hole?

Fine Ionian Silk4 votes

Hello Meddler,

Riot has been doing a lot smaller gameplay updates and changes on individual champions recently, how has the general feedback been in receiving these smaller gameplay updates and changes? Is there a chance that Riot will continue to do these, and if so, what champions are currently in mind as likely subjects to this?

RiotMeddler4 votes

Sentiment around us doing such mini updates seems to have been pretty positive. For any given one opinion has been more varied though, hence some getting reassessed. In terms of future work some of these have been projects to take advantages of a bit of spare time between other work (e.g. Blitzcrank), others have been prioritized because of a pressing issue (e.g. Aatrox). Would expect the latter to keep happening regularly, the former to be more variable based off other projects needs over the year.

Adalvar3 votes

Would you consider one of these small updates to Twisted Fate? His' E spell is barely used as a midlaner, it's outdated as hell and he needs a small scale VU atleast.

Also what about Viktor? While he has the damage, his R upgrade is beyond underwhelming, his W is still weak as hell and his Q shield should not scale with mana. Would you consider maybe a radius increase for his W-R upgrades to make them more appealing?

Pischinger4 votes

Any chance of buffing viktor in near future ? he's been obsolete as mage on mid for a long time and maybe he could use some R QoL changes or number buffs. Viktor

Predatorator4 votes

Any news on Skarner?

ggambino4 votes

What is the objective with the Akali changes? Those passive changes seem very heavy handed for a champ that's been nerfed fairly consistently.

rag4 votes

Thoughts on Swain? I remember reading a Rioter, might have been you, say that the team was looking at Swain for buffs but might not get any due to being pretty balanced and still seeing some sort of pro play.

The Tank Man4 votes

yuumi good

Quality Content4 votes

What are the team's opinions on the current state of jungle and the general dissatisfaction with the role? It's felt awful to play since the xp changes. It's too easy to fall behind and too difficult to recover.

Spideraxe3 votes

Also do you have any opinions on Sylas, since Squad5 mentioned you guys have some changes planned

RiotMeddler6 votes

We're looking at some potential changes for 9.12. Main themes being lower waveclear, slightly more single target damage, shield less reliable (current experimental test being E2 gives shield if it hits an enemy).

ScatterTheWeak3 votes

@Meddler Is there any way we can get some work on Syndra's W. Like I know we dont want to buff her or anything because pro play. But her W being such a small hitbox for how massively long the cast animation is. I feel like this definately warrents the ability being stronger in some way. Id like to see the max rank knock up finally added back to it concidering its super easy to predict dodge it, which gives it more of a zone control aspect when she has something held with W and its maxed out. Could also see the mana cost being reduced to like 80 at max rank because an ultimate level mana cost for a spell thats VERY difficult to land is kinda upsurd. Like I dont want her damage buffed at all. ITS LITERALLY just her W that needs some a change. I REALLY think the 0.5 second knock up should be added or the mana cost reduced. Any thoughts?

Flavi Kang3 votes

I remember you saying on the previous post that Yi is weaker in all MMRs after 9.10. Why is Yi nerfed on the pbe? Can you provide context? Have you considered funneling while deciding to nerf him?

Rebel Phoenix173 votes

It's good to hear there is going to be further work going into Teemo's E, but that's far from the only problem that plays into what I consider an overall dissatisfying update.

The only build I feel still works is On-Hit, because so much of his power has been put onto the new passive. Q is weaker, but empowers passive. R is weaker, but empowers passive. E is a mess, but gives you an AS buff that will empower passive. W is still irrelevant to everyone's dismay.

TL;DR - The passive is really strong, but the cost to his overall power makes on-hit seem like the only viable strat. Q nerf means he can't assassinate well. W sucks. E shouldn't have an inbuilt detriment like a slow or footprints or any damage reveals, but if there must be such a mechanic put it on W as a double edged sword. R bouncing shrooms is a joke. 5 shroom cap is a placebo; give us a lower recharge or longer duration.

Breaking it down

Passive: Poison on passive is nice if solely for the fact it gives me flexibility in ranking other spells. Gaining poison damage with levels is certainly nice, and there is no denying that the 50% amp is really strong. To the point that I fear it crowds out his power budget, forcing his other spells to be weak to the point that only On-Hit builds still work. Th passive has more base damage at later levels, and the instant On-Hit also has a lower AP ratio so that doesn't help AP or Assassin builds.


Q: Lower base, particularly at higher ranks, and 20% less AP means this is a significantly weaker burst tool. The burst this spell offered is largely what made Teemo capable of assassinating targets from stealth.

Coupled with the inconsistency of the blind debuff leave this spell still feeling lackluster. For example, Ekko's E still applies passive and damage if he is blinded. I believe there are other on-hit effects that still apply during blind, and empowered auto's are not consumed during blind which really sucks. Basically this will slightly reduce incoming damage for a brief duration, but more importantly will empower your passive - again all about On-Hit.


W: This spell is still lame. There is no scaling, there aren't any additional effects, it's really just boring. One thing that the rework has repeatedly been trying to do is find ways to make Teemo's stealth weaker. I disagree with this approach, as I'll get into next, but if it's non-negotiable then tie the detriment to W. If Teemo casts W while invisible he leaves behind toxic footprints in his haste. The footprints will give a clear indicator of Teemo's whereabouts, but allow him to travel faster. The footprints can either apply a some form of debuff/small DoT, or even just mark the target as "poisoned" for the effect of his passive.


E: Obviously this is the most contentious spell, since it's the biggest change, and there are similar spells to look at for comparison. Namely Twitch Q.

First looking at current numbers involved. Teemo can move 700/750/800/850/900 units. Base movespeed translates to 2.12/2.27/2.42/2.58/2.73 seconds of travel. More movespeed (like W) will reduce that duration. He gains 25% vision radius. He gains 20/30/40/50/60% AS for 3 seconds. CD is 40/37/34/31/28s - reduced while in bush.

Twitch's Q lasts 10/11/12/13/14 seconds and grants 10/30% movespeed, which would equate to 3630/3993/4356/4719/5082 units of travel. More than 5 times the range at all ranks. Notably, it's camo, not invis, but Twitch doesn't want to be within the 500 units needed to see him, so that doesn't really upset him much. Twitch gains 30/35/40/45/50% AS, so more early less late than Teemo, but his lasts 5 seconds instead of 3. Twitch Q also gets a hard reset if someone dies while poisoned, and it's otherwise on a flat 16 second cooldown.

Taking all of this in, I think it's pretty easier to argue that Twitch Q far surpasses the currently proposed Teemo E. It lasts longer, has a stronger steroid early that allows for easier snowballing, has a more powerful reset, and provides MS during the stealth. One of the two main uses of Teemo's stealth (and Twitch's) is to surprise an enemy and assassinate them. Twitch has more burst than Teemo, more range than Teemo, and more AoE damage than Teemo (Twitch always gets Hurricane, and uses it better than Teemo can), and his stealth tool, at least so far as I see it, is stronger than Teemo's.

Despite all of this, you are adamant about Teemo having some additional detriment to his stealth. I think this is ridiculous, but if it's the only way for this to work, then as in my above point, tie it to his W. Give the Teemo player the choice between "true" stealth, or "rushed" stealth. If he chooses to use move quick while invisible he gives away information about his location, but the opponent then needs to decide if they want to chase him. While we're at it give, either make E duration based, or distance with a MS ratio; it's pathetic right now.


R: I swear to god if "infinite bouncing mushrooms" is taking up a non-zero amount of Teemo's power budget I will scream. This is the stupidest addition I've ever seen. I hate it more than I despise Dunkmaster Ivern, which I thought I hated with every fiber of my being until I saw this. THE ONLY TIME I HAVE EVER USED THIS WAS IN A MOCK ATTEMPT TO "STEAL" OVER BARON WALL. It's a joke in lane. It's a joke in teamfights. It's a joke when split pushing. And frankly, it's a joke when trying to steal an objective. You would be more likely to succeed a steal by using the blast cone and casting Q; bonus points for using A>Q>A, which would be more damage than the full duration of the mushroom! Instead of forcing me to use two shrooms to "safely" get a mushroom in a bush I know is being camped, give me more than a 400 unit range at rank 1! Almost every dash/blink/ranged CC outperforms 400 units!

For the rest of it: I get that the general community sentiment is that shrooms are obnoxious. I also get that if you build a tiny bit of MR and actually make use of sweepers and pinks then they aren't a problem. If the bottom line is that the Teemo player must be held accountable for the failings of ADCs everywhere and shroom damage needs to be nerfed then so be it. But for all that is good give me some real compensation instead of "4/5 shroom cap at levels 11/16". Give me a lower recharge time! If they hurt so much less let me have more of them! That's that goal of increasing the cap, but the problem is the only time Teemo actually hits the 3 shroom cap is if he dies, if he recalls with 2/3 shrooms, or if he's not playing well! AT ABSOLUTE MAXIMUM this increases total shroom threshold by 2. You could accomplish the same by reducing the recharge by a tiny amount, or extending the duration by 30 seconds even!

G Master Hung1 votes

Hey Meddler! Earlier this month you mentioned an update or statement on clash. Is that still happening?

RiotMeddler3 votes

Yep, still aiming to have an update on where things are up to around the end of May.

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