Riot, some context on Shaco nerfs please
Shaco Deceive (Q) AP ratio lowered to 40% from 50% Two-Shiv Poison (E) AP ratio lowered to 75% from 90% Hallucinate (R) explosion damage lowered to 200/300/400 from 300/450/600
Alright, point by point.
Q: I understand this. You were getting a lot of on demand damage simply from q'ing then autoing someone. To be fair, every time you do that you also burn your escape spell to do so, but thats why it should still be rewarding. I would say .4 is probably still fair considering that it can crit off of backstab/any other crit chance (IE).
E: Again, understandable at first glance, shedding off some of the on demand damage from E. I would argue for .8 but thats a minor argument. I would say to tip the balance a bit more, maybe add some damage back to the missing HP portion? It would incentivize Shaco players to actually hold on to it as an execute tool rather than spam it, making it's usefulness a little more niche.
R: This in addition to the two previous is where it gets overboard. The explosion damage is supposed to be a punishment for the enemy team attack the clone, and if Shaco decides to give up some of his predictable auto damage by building AP instead, he should be rewarded for clever play with clone and capitalizing on enemy mistakes. AP Shaco needs this explosion damage to reliably get people to low enough thresholds to execute them. Otherwise he just becomes a box bot, which is incredibly boring.
Any 2 of these 3 nerfs would be fine, but all 3 just feels like an overreaction to AP Shaco finally being strong for the first time in a while. Can someone at riot give an actual explanation behind their thought process here?