Twitch preseason 2016 thoughts and feedback
Hey everyone, just wanted to post some thoughts here on how Twitch is shaping up for the 2016 pre-season. The changes to his Q are a lot of fun when you can get them to actually work as intended in a teamfight. He is still very much a lategame hypercarry with damage output in the insanity ranges with items like

and even
for fun sometimes and his ultimate. However I wanted to point out some shortcomings, and maybe some are intended, while others might be rectified by small quality of life buffs.
Laning: Twitch seems to thrive in a lane where his support enables him to bully a bit, especially if he can trade into stunned opponents a la
. The game is also headed in a far less farm heavy meta (and this is good and fun), but when Twitch is on the backfoot in lane he has a terrible time pre-BF sword last hitting under turret without substantial support assistance. This could potentially be assisted by minor tweaks to his E, primarily reducing the delay on the expunge after adding poison to an enemy minion.
Ambush: I love this ability, it is fun to use when it works out, allowing you to engage, safely ward, retreat, scout any number of cool things other champions cannot always do to the same degree. Some issues I have with it, the damage delay on stealth being affected by all damage seems a little ridiculous. The intention with this nerf in the past was to prevent him from escaping with it, and I agree that it was needed. That being said I am not so sure it needs to go so far as to include minion damage and I would much prefer to see how the following verbiage felt in game instead - "After 1.5 seconds of not taking damage from champions or turrets, --"
Just saying it feels kind of trash when you dodge enemy champion abilities for a solid 5 seconds to wind up dying cause you could not stealth due to a few errant caster minion wand swings
. And while the good rat might be a weakling, he is still a champion!
Second note with ambush, and I found a few reddit threads noting this from a while back. Why is it that if I attack an enemy I unstealth IMMEDIATELY before any animations play. Many times I have accidently clicked on a minion and broken my stealth, only to animation cancel and not let fly any rounds. Is this really to prevent lack of counterplay in the extreme that Twitch is actually fed enough to 1 shot anyone without being seen at the start of the animation? I'd argue if that fringe case were to occur perhaps the enemy team has already made enough mistakes for that to be acceptable, but I digress.
Lastly and this is more hypothetical, if the aforementioned could be looked at more critically it would be best. Just spitballing an idea here and sharing my opinion, but if you were to change something in Twitch's kit I'd definitely look at W, as it is fairly lackluster. A mediocre slow with a zone animation displayed to escape it that stacks 2 poison charges on enemies hit. I'd like to see either something a bit more interesting here or more interactions with poison counters on the Rat in general. Perhaps just looking at the poison counter mechanics and making them more interesting overall might be able to address the early game under turret issues our rat friend seems to have in the very early game as well.
The new changes have been very fun to mess around with on most ADCs. Keep up the good work.
- >
if I'm having serious issues staying in lane.
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