Twitch. The Rat That Could...Potentially.
As of right now, most ADCs are viable. They all have their strengths and weaknesses and no one is too much stronger than the other. Except...for one little mouse. While Twitch CAN become a snowballing powerhouse that wrecks the faces of everyone in his way, he doesn't do it nearly as well as everyone else. And if he just goes even in lane, his weaknesses heavily outweigh his strengths. An unreliable escape with his slow, and an even more unreliable escape with his stealth. Whenever I do champion break downs, I go through their kit and point out the problems. So here we go:
Passive: Deadly Venom While the true damage is nice, it doesn't scale off anything and at most you'll get 216 true damage at max level with 6 stacks. In early game, it's only function is to give a mark for your Contaminate. Actually, I've never felt the DPS showed strength during any point in the game. But that could be me. IMO it's DPS feels gimmicky since it only scales off level.
Q: Ambush One thing I want to really bring up is the stealth. How does the stealth delay mechanic work? He enters stealth after 1.5 seconds when not taking damage otherwise he enters it after 6 seconds. Does that mean if he takes damage the delay becomes 6 seconds? Or if he takes damage, the counter resets back to 1.5 and the counter can only add up to 6 seconds? The delay mechanic needs to be better clarified. Regardless of how it works, 6 seconds is a LONG TIME. If the enemy has jumped onto Twitch, he isn't going to last 6 seconds. If I were to point at one place where a buff can be added, the stealth delay mechanic would be it.
W: Venom Cask Early game it functions as a way to get two quick stacks of your venom, late game it serves mainly as a slow. But come late game, where you're going to be the main focus of team fights, a 45% slow is pretty unreliable when the cask has a 1400 projectile speed. However, the AoE of the slow is fairly large and easy to hit, so I don't think it's too much of a deal to crack down on it.
E: Contaminate I've always felt this ability to be awkward in terms of scaling. it has a flat scaling, and fairly low base damage early game. With max stacks it has the potential to blow up the enemy or do absolutely fuck all. For a champion who has literally no poke (i don't count W + E as poke. That's chip damage in comparison and practically uses twice as much mana as other champions. So Twitch doesn't have poke. I mean, Vayne doesn't have poke, but she's an extremely mobile nuking late game carry.
R: Rat-at-Tat-Tat The fantasy of the ability is to come out of stealth, lay down 2 stacks of venom cask onto everyone in the enemy team, use that sick late game attack speed to penetrate the enemy team with 4 Rat-at-Tat-Tat shots, then nuke them all down with your Contaminate. If this is the case, then Twitch is a sole team-fight ADC. That's what he brings to the table with this ability. The ability itself is amazing, it buffs Twitch like nothing else, but he pretty much NEEDS it to do well in a skirmish let alone a team fight. So Twitch becomes useful every 2 minutes due to this ability. Twitch had the Vayne problem where their ults were just up all the time and could just nuke anyone down. But the difference between Twitch and Vayne is that Vayne has a more reliable escape and can be relevant even without her ult.
So let's look over. A champion with poor laning phase, poor escape, poor pushing power, poor seige potential, below average to average skirmish potential, and excellent team fight potential. Additionally, he doesn't gain his power spike until he has 3 items completed. I'm sure a buff can be had somewhere right? Obviously, one place that could be had is the stealth delay mechanic, but another place could be buffing his DPS passive. I want to know your thoughts on where else Twitch could be buffed.