State Of The Teemo (Fixes and Rework)
As much as we all don't want to see
strong, as he periodically gets(depending on how you define strong), you can't deny that his shroom changes took away a lot of his power, and his stealth changes took away any remaining fun of playing against him therefore thoroughly gutting his previous identity of "That furry forest dwelling bastard who keeps putting down those goddamned traps" and turned him into "That furry guy whos pretty annoying but I'm gonna just call my jungler and I'll be alright".
In terms of fixing the damage and keeping the shroom dynamics, there are a few things that SHOULD NOT be changed:
1. Damage (Buff) Teemo DOES NOT need more damage ANYWHERE except perhaps his ultimate; more on that later. More damage will just make him less fun and not fix the real issue of his loss of presence.
2. Arm Time on Shrooms I don't want his shrooms to become Karthus Q's, I feel thats pretty anti-fun; but thats just me.
3. Stealth Honestly these steal changes have gone overboard. Now Teemo will just become the juke master and will of course-->be even less fun to play against.
4. His Ultimate as a Whole Honestly with the traps being his Ultimate ability, the reward for them at the moment in terms of CC and damage is only so much better than Shaco's boxes. Sure they provide vision on those who trigger them and supply the lovely dose of slow and poison, but now the shrooms are relatively easy to simply sidestep and due to their lacking in sustainability (due to lifetime reductions), you might just not step on them at all.
General Teemo Issue Teemo suffers from a shear inability to participate in teamfights in any particular way besides preparing the battlefield beforehand (area of fight or way leading up to objectives such that an unlucky Vayne gets half her health blown off IF Teemo has that kind of damage built) or free throwing shrooms during the fight. I'd rather him not be an assassin; we have enough of those.
Fix Options "Rito should just revert ALLLLLLL of this." But will it fix the fundamental problem? No. So here are 2 options.
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Revert shroom & stealth changes except for the throwing feature As much as I enjoy playing Teemo (feel free to downvote because of that), keeping the stealth changes feels unnecessary to his kit considering how much free reign Teemo can have over the red and blue buffs as well as baron and dragon with his old stealth and shrooms.
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Full rework While such a thing is ways away, Teemo suffers a tad from the oldschool-itis, so I have some ideas for him;
P: Camouflage--->Scout Camo
Can be triggered by Teemo using his W: "Roll" to enter a brush.
Q: Blinding Dart--->Scout's Goggles
Teemos has these wonderful goggles, but only uses them on the Omega Squad skin. So perhaps his could be an ACTIVE: Short term sort of tracker vision(a way of seeing the footsteps of enemy champions. )
This would turn Teemo into.... A RENGAR HUNTER. And perhaps he could use it to find upgrades to his shrooms... ooooo baby(see R: Noxious Trap/Scout's Foraging").
W: Move Quick--->Roll (damn thats a lazy ability name)
While his traps are an important part of his kit, a double movespeed buff is a pretty general perk(if you can call it a skill or buff, then let that be so I guess) while Teemo COULD instead have some sort of roll instead as to add to his rather stealth commando identity instead of him just pulling a Poppy- hitting his cheeky movespeed buff, and zoom-zooming the hell away screaming "NOT LIKE THIS" when the enemy Jax or Udyr shows up looking to smash some fur (phrasing........."should I take that part out? Nahhhhh keep it in."). Giving Teemo some higher mobility related abilities would help him out in combat alone but also solidify his identity as a pseudo stealth badass blow-pipe user.
E: Volatile Toxic Shot Persistent poison applications should add supplemental different effects. Letting him shoot you up with his not-so-friendly poison continuously should have some kind of punishment with increasing stacks(see R). <X represents a base auto attack counter (cough GYPSEYLORD cough) of 3, 4, or 5. "Hutt 2, 3, 4" Tier 1(1X stacks): Slow(Switch with Tier 2?) Tier 2(2X stacks): Blind(Switch with Tier 1?) Tier 3(3X stacks): Volatile Damage increase (Percent hp? Double scaling?)
R: Noxious Trap/Scouts Foraging Throw-able and small, Teemo's mushrooms could have extra effects with either stacking, upgrading, or foraged upgrades:
Using his Q, Teemo could find different plants around the map and could use them to feed his poison making habits for his kills, somewhat like Kindred and her marked targets, Skarner's interaction with his spires and their buffs, or Gangplank and his purchasable firepower. With the Foraging however, all plant samples would reside in the river, around enemy buffs, and possibly as rewards for killing Legendary Monsters.
Reasonable Questions you may have: "DUDE DID YOU JUST MAKE TEEMO SOUND COOL???" Yes, yes I did.
"So you want him to be the #1 counter jungler.....?" He is a scout and a vicious murderer afterall.
"Are his auto attack poison dosages the same as his shroom ones in scaling?" That remains to be discussed, but having BOTH be upgraded scaling with Foraging may not be so fair....
I know this rework is incomplete in some facets, but I feel its a conceptual baseline for a more Teemo-like Teemo.
What do you all think?