Twitch's fine balancing
With new changes coming to Varus and Darius (also came), these two champions had gone untouched for quite some time.
I think it's about time that we started discussing Twitch again.
Some time ago with his VU, Twitch had massivly increased popularity. With the time of this happening, the meta was in favor of Twitch, meaning that he as a lategame champion with good damage from a distance would destroy people and make them question the champion.
A few patches later, Riot took action. Bear in mind that this is four patches apart, giving a lot of time for the meta to change.
Quote:
General
Base attack damage lowered to 46 from 49.
Deadly Venom
Damage over time changed to 1/2/3/4/5/6 (at levels 1/4/7/10/13/16) from 2/4/6/8 (at levels 1/6/11/16).
Ambush
Stealth delay while not taking damage increased to 1.5 seconds from 1.25.
Stealth delay while taking damage increased to 6 seconds from 3.
While this doesn't look so bad, keep in mind that the meta changed towards mobility creeps. Champions that have had problems reaching Twitch in a fight had been switched out for champions with high mobility and fast engages. This caused the Stealth Delay to be a real problem, with the fact that you could be engaged upon so sudden, but had to wait up to 6 seconds to get a chance to reposition yourself properly.
Ever since these changes, Twitch has always been below 50% winrate. Currently his highest peak was around 47.5% winrate, which decreased rapidly soon afterwards. The Base attack damage nerf wasn't much at all, it was just a little power removal earlygame, but for his Passive, the poison? That was overkill. Let's say you fight level 1-3 and trade. Your poison is ONLY used for your E then, nothing else. 1 true damage per stack is laughable. At 6 stacks it would deal 6 true damage per second for a few seconds. And to get 6 stacks? Then he'd have to win a trade, which he can't early game if the enemy botlane focuses terribly. At max rank on your passive, you lose 12 true damage per second. Which isn't much, but becomes a lot in a longer fight. I've played entire matches as Twitch without my passive even finishing off ANY low enemy champions. The champion regeneration itself is usually higher than the damage.
My proposition for changes:
(P) Deadly Venom: Damage over time changed to 2/3/4/5/6/7 (at the same levels) from 1/2/3/4/5/6. - This would give him some power back in his poison, but wouldn't make it a much bigger threat.
(Q) Ambush: Stealth delay while taking damage decreased to a maximum of 4 seconds from 6. - This would again actually give him a chance to have a comeback in a fight instead of just running back while continously taking damage without possibilities of entering stealth.
(W) Venom Cask: no changes here. - I think it's solid, even though it feels REALLY underwhelming not to max last.
(E) Contaminate: No longer has a cast time, meaning you can use it while moving without delay. (It activates instantly upon activation instead of delay which can cause you to die before you activate it by damage). It now refreshes the poison debuff duration on the target(s).
(R) Rat-Ta-Tat-Tat: Damage for the duration is increased to 20/30/40 from 20/28/36. - This would be a good compensation for the early-game reduced damage. More damage into lategame. (even so little).
Stats:
Movement speed increased to 335 from 330. - I really feel like this could be useful for him. As he's got no dashes and no real escapes besides for his Stealth which often isn't a sure thing. This would also increase the kiting potential and less being rushed by mobility creeps.
Remember that these are just my opinion for what I think and would like to see to be changed. Feel free to post your own take on him.
properly)... I feel like the list of possible junglers should even include people like Karma (shield and AOE damage), Viktor (shield, AOE damage, and AOE stun), and Morgana (passive spell vamp, snare, and AOE damage).