Twitch Balance Change Idea
This is specifically a balance change to what I am about to suggest, so technically neither a nerf nor buff. Considering Twitch is meant to be a hyper marksman this is technically a buff towards this identity; it is a balance change since it takes a small hit to twitch's early game to give him a better late game prowess.
Deadly Venom (Passive): Damage lower to 1/2/3/4/5(+1 per 100 Total AD) from 2/3/4/5/6 --> true damage per second for 6 seconds that stacks up to 6 times
The ratio will round up and down like how a % ratio works, meaning this is still 2 damage to start the game with, so by late game you can get 1 and maybe 2 more true damage per stack [depending how you build twitch, most builds are attack speed based so twitch is low AD so keep this in mind], it is not a massive buff, but it is a small late game buff for Twitch.
Venom Cask (W): Slow reduced to 23/26/29/32/35% from 25/30/35/40/45% --> for 3 seconds Now additionally increases the slow per Deadly Venom stack on the target by an additional 1/2/3/4/5% per Deadly Venom stack on the target(s) Maximum slow would be 29/38/47/56/65%
This is both a balancing thing and creating more unique options. So it does weaken Twitch's assassination potential a little bit with a weaker initial slow (still applies 2 Deadly Venom stacks if they are not capped stacks by the way), but not that much so he can still be assassin Twitch for those that like playing that way, but the slightly weaker initial slow just makes playing against Twitch little bit better for he doesn't appear out of no where with a strong slow on you and kills you. The change of decision making is the cool aspect to this change where you can use your slow for a sudo way to start a fight off and get two Deadly Venom stacks OR wait until you have a bunch or even capped Deadly Venom stacks on your opponent for a really powerful slow! I just think that this is a super cool mechanic to Twitch that expands the ways you can play him without changing anything and expands on playing around his Deadly Venom some more too.
Contaminate (E): Now deals 4/5/6/7/8% of the target's maximum health from 20/35/50/65/80 --> as physical damage
Additional damage is now 1/1.5/2/2.5/3% of the target's missing health plus (+25%Bonus AD)(+20%AP) from 15/20/25/30/35(+25%Bonus AD)(+20%AP) --> as physical damage per Deadly Venom stack
So this is the biggest balance shift, so this is a straight early game nerf, but a pretty significant late game buff. This is to try to give Twitch an easier time with tank busting late game as a hyper toxic marksrat with the % values instead of flat values, the ratios however are still flat damages. And before anyone says anything I am well aware Twitch has amazing synergy with Blade of the Ruined King and the missing health with the current health of the item is going to have even better synergy. Just think of this change as little bit as the Kog'Maw change where Twitch has his blade with the current health and missing health working together and Kog just getting straight max health per auto.
Rat-Ta-Ta-Tat (R): Cooldown adjustment to 130/100/70 from 120/110/100 seconds
This should be straight forward, so a small cooldown nerf to the ult early game for a majour rank 3 cooldown buff, this is for Twitch is Twitch more often late game; all functionality is unchanged and actual power of the spell is unchanged.
Hope you guys appreciate the ideas of the suggested changes for Twitch to show the lovable toxic rat some loving for he can be back to be the hyper marksman menace that he is for the late game. ~ Stacona
P.S. Twitch is super fun to play and I really enjoy playing him. He can use a little bit of love to put ham back as the late game crossbow using, toxic bolt shooting, deadly [literally] rat that he is.