"Teeto's applications in a 5v5 setting have always been questionable" Does this still hold true now?
It's been a little over a week since the Patch 5.15 release and changes on Teemo were made. I want to give a different perspective regarding the changes and how it has affected his gameplay whether good or bad without being overtly negative on its outlook as initially as most Teemo mains have (myself included).
For those who forgot what exactly these changes are. here's a quick summary:
- Teemo's Passive (Camouflage)
- Now has 20/40/50/80% Attack Speed Bonus at levels 1/5/10/15 from the flat 40% at all levels.
- Stealth timer is reduced to 1.5 seconds from 2.0 seconds.
- Swift Setup: Teemo stealths twice as fast while in brush.
- Crouching Yordle Hidden Teeto: Moving inside brush while Camouflaged no longer breaks stealth.
- Bottom Line: Buff.
- Teemo's Ultimate (R) Noxious trap
- Duration: Ultimate now lasts 5 minutes from 10 minutes.
- Shriveling Shrooms: Slow now decays over 4 seconds.
- Cast Range is increased to 300/600/900 at respective levels from the flat 200 range.
- Arm time increased to 1.5 seconds from 1.0 seconds.
- Casting traps on existing Noxious Traps causes them to bounce 3/4/5 Teemos further in the direction they were originally tossed.
- Fungus Farming: Mushrooms now die to 3 basic attacks from ranged champions (2 basic attacks from melee).
- Bottom Line: Tossing mushrooms is a _buff _but the reduced duration and increased arm time makes it an overall Nerf.
It's been a little over a week and after spamming the rift (both in Normals and Ranked), I'm finally starting to get the hang of the concept but its definitely much harder to implement. Overall, playing Teemo is now much more difficult - how?
- I used to be able to cover much more ground with Teemo's (R) Noxious Trap lasting a whole 10 minutes. Now that the time has been cut in half, so are my range of options for its potential use. That means I have to better utilize my time and resources wisely more than ever because these things can only last for so long. On top of that, during the mid and late game I have to hold onto a few of these bad boys in case a team fight breaks out, further reducing the amount of potential mushrooms on the map even more.
- I can no longer supplement my variety of other builds for Teemo - I HAVE to use itemize purely AP rather than On-Hit, or BOTRK to make full use of Teemo's kit and be even close to impactful as I used to be. Back then, I could build whatever I wanted and would still perform well because of my (R) Noxious Trap supplementing a different area of control from damage, Vision Control.
- While not Jungling as Teemo, the next best lane to play him in is definitely the Top lane for it's brushes that I can take advantage of using his Passive. That means a different, more patient playing style that tries to utilize Teemo's attack speed bonus and stealth and mushroom tossing abiltiies to Zone out enemies from gaining Gold and EXP and thwarting off ganks - being able to move in the brush while stealth is good and all but I'll still be dying if the enemy is spamming AOE abilities in the brush where they know I'm in. Even worst if they have an ability to reveal stealthed unit or pull me out so there isn't much of an advantage there than most people would think because I'll be wasting time and resources in the process.
However, they are some good things out of these changes.
- There is much definitely more safety in being able to toss shrooms. I no longer have to endanger myself facechecking brushes when I can just toss a shroom into one.
- When enemies are doing Baron or Dragon, I can throw shrooms into the pits to help my team gain vision, avert damage from the objective, and reposition the enemies into a more favorable location for my team.
- During big team fights, I can help separate the enemies by tossing shrooms, potentially saving my back line's lives.
Now here's some Ranked Solo Queue statistics (from LoLKing) regarding the effects of the Patch 5.15 change on Teemo's Win Ratio:
- August 4, 2015: Win-Rate 50.41%
- August 5, 2015: Win-Rate 46.93%
- August 6, 2015: Win-Rate: 48.11%
- August 7, 2015: Win-Rate: 46.59%
- August 8, 2015: Win-Rate: 48.19%
- August 9, 2015: Win-Rate: 47.02%
- August 10, 2014: Win-Rate: 46.50%
- August 11, 2015: Win-Rate: 46.84%
- August 11, 2015: Win-Rate in Ranked 5v5 is 34.11%
I would be fine with the significantly reduced ultimate duration in return for keeping the tossing ability however, increasing the arm time to 1.5 seconds is a bit much.
Teeto's applications in a 5v5 setting have always been questionable; the nature of his power is largely loaded into whether or not his opponents manage to step on a mushroom - something that became even more binary if your team wasn’t willing to utilize your minefields.
Well now the problem is that enemies have ample amount of time to dodge the mushrooms before it even activates, much like throwing a delayed grenade.
No matter how you like to play your Swift Scout, we're focusing on delivering more to Teemo players looking to express their skill in more ways his teammates can appreciate.
I'm a Jungle Teemo main who hit Masters in Season 4. The vision control was what allowed me and my team to win most of our matches (including Runaan's Hurricane + Devourer). Well now that his ultimate lasts only half as long, we're kind of being forced to build max CDR to get as many mushrooms down on the ground because without it, Teemo is useless. The mushrooms don't deal enough damage if you don't itemize AP heavy, they take a long time to arm, and they only last half as they used to. Not only that, the AP item changes made them cost a lot more gold than they used to so hitting Teemo's powerspike is much more dificult as this involves many items, causing Teemo mains to aim for a much longer game.
I'm just trying to get a response on whether or not these changes were made to be buffs or nerfs to the little guy and if there's plans in the PBE to adjust him even further. Also, what exactly is his identity in the game?