Twitch; Late Game Buffs / Balance Change
So Twitch has been in the sewers for quite some time now and as fun as he is to play right now he is super weak early (which is fine since he is suppose to be a hyper marksman), but he also does not feel like he scales that well either. You look at the other hyper marksmen of Ashe, Kog'Maw, and Jinx and they all have stronger early games and feel like they are stronger than Twitch late game too which leaves Twitch as a sad rat, forgotten and abandoned.
So this post is to give ideas to help out Twitch's late game scaling as a hyper marksman, he may be even weaker in the early in exchange for a LOT more power in the late game where he will terrorize all.
Basic Attack Range: 550 units (for context)
Ambush (Q): Maximum delay to stealth when taking damage adjusted to 7/5.75/4.5/3.25/2 seconds (currently 6 seconds maximum delay, minimum delay before stealth is 1.5 seconds)
Venom Cask (W): Slow adjusted to 20/30/40/50/60% for 3 seconds (currently 25/30/35/40/45% for 3 seconds)
Contaminate (E): Cooldown: 15/14/13/12/11 seconds (currently 12/11/10/9/8 seconds) Passive: Basic attacks on-hit lower the cooldown of Contaminate by 1 second. (currently does not have a passive here)
Active: Base damage changed to 4/4.5/5/5.5/6% of the targets' maximum health as physical damage (currently 20/35/50/65/80)
Per Deadly Venom stack damage changed to 1/1.5/2/2.5/3%(+20%AP)(+25%Bonus AD) of the targets's missing health per Deadly Venom stack as physical damage
Rat-ta-ta-tat (R): Passive: Twitch permanently gains 25/75/150 bonus range to his basic attacks [basic attack range will be 550/575/625/700 units]. (currently no passive here)
Active: Unchanged, but will state increases his basic attack range to 850 units rather than 300 bonus range.