Twitch; Some Gameplay Tweaking
Twitch, a hyper marksman and very fun to play; a down side to him is that the other hyper marksmen, Ashe, Kog'Maw, Jinx, have stronger early games than Twitch with the same late game scaling which is why you will see the other 3 hypers getting played and Twitch to collect dust in the sewers. So simply put my ideas are to grant more reward to Twitch's late game, this may shave off some more early game power, but my ideas will be a net buff since his late game will be a lot more powerful when he gets into the late game. The goal here is keeping Twitch's kit the same and making changes to it that reflects better on Twitch's late game monstrosity.
Deadly Venom (Passive): Ranks: @levels 1/5/9/13/17 Twitch's basic attacks apply a stack of Deadly Venom that deals 2/3/4/5/6 true damage per second per stack for the next 6 seconds which stacks up to 6 times.
Ambush (Q): Cooldown: 16 seconds; Cost: 40/50/60/70/80 Mana Twitch enters stealth for 4/5/6/7/8 seconds after a 1.5 seconds delay and gaining 20% bonus movement speed while stealth. If Twitch takes damage entering stealth is delayed even further up to a maximum of 7/5.75/4.5/3.25/2 seconds.
After emerging from Stealth Twitch gains 20/35/50/65/80% bonus attack speed for 5 seconds.
Venom Cask (W): Cooldown: 13/12/11/10/9 seconds; Cost: 50/55/60/65/70 Mana; Range: 950 units Twitch hurls a cask of venom at the target location infecting all enemies hit with 2 stacks of Deadly Venom and slowing them by 25/30/35/40/45% for 3 seconds.
Enemies slowed by Venom Cask take 200/250/300/350/400% damage from Deadly Venom while slowed instead of 100%.
Contaminate (E): Cooldown: 16/15/14/13/12 seconds; Cost: 50/60/70/80/90 Mana; Range: 1200 units Passive: Twitch's basic attacks on-hit reduce Contaminate's cooldown by 1 second.
Active: Twitch damages all nearby enemies affected by Deadly Venom to deal 4/5/6/7/8% of the target's maximum health as physical damage plus 1/1.5/2/2.5/3%(+20%AP)(+25%BonusAD) of the target's missing health as physical damage per stack of Deadly Venom the target has.
If Contaminate executes an enemy then Twitch restores 20/25/30/35/40 Mana per enemy directly executed by Contaminate.
Rat-Ta-Tat-Tat (R): Cooldown: 120/110/100 seconds; Cost: 100 Mana; Range: 850 units Twitch gains 20/28/36 bonus attack damage and 300 units bonus range to his basic attacks for the next 7 seconds; Twitch's basic attacks on-hit extend Rat-Ta-Tat-Tat's duration by 1 second up to a maximum of 10/12/14 seconds.
Additionally, Twitch's basic attacks travel across their full range and skewer every enemy they pass through for the duration, dealing 20% less damage per enemy hit down to a minimum of 40% damage. These attacks apply on-hit effects to all affected enemies and can critically strike against each individual target.
Try to be quick overview of my changes:
Deadly Venom: None, this is unchanged.
Ambush: Adjusted Mana cost, it now scales per rank, lower cost early but also weaker early. Main change here is the extended delay to enter stealth goes down per rank it is slightly higher at rank 1, so this makes it so Twitch can use this spell for an escape late game but he cannot use it to escape in the early game. Current maximum delay is 6 seconds flat.
Venom Cask: I wanted to do something special here, the spell right now is good but is indeed lack luster and nothing special. So I decided to play around his Deadly Venom some more and have the Venom Cask slow to increase the damage of Deadly Venom while the enemies are slowed by Deadly Venom (aka it applies a 3 seconds debuff to struck enemies that increases Deadly Venom damage for the duration). So now you can use the spell to apply 2 stacks or use the spell after the target has 6 stacks for a bunch of true damage for a short time.
Contaminate: The Deadly Venom stack ratios are still the same flat values, but now it deals % max health and % missing health per stack respectively instead of flat base damage which means this spell is naturally weaker early and a lot stronger later. The passive I added is for Twitch gets a lot more Contaminates off late game with a bunch of attack speed and possibly hurricane too which increases the cooldown (I went with +4 seconds for each rank).
Rat-Ta-Tat-Tat: This is obviously Twitch's bread-and-butter spell and I wanted to do something here that allows Twitch to ensure he is Twitch within the entire teamfights late game since this is a one-time use spell unlike other spells like Jinx and Kog'Maw which can get their range whenever Twitch has a one time moment so I decided to grant the idea to give Twitch the ability to extend his Pray and Spray moment of being Twitch longer. The spell being a one-time thing makes Twitch already hard enough, so might as well ensure he can be Twitch for getting off a good ultimate and good positioning for the entire teamfight.
his ultimate's duration is pretty much never a problem; usually it's more of a matter of timing, with it's actual use time within a teamfight amounting to 2 or 3 seconds at most