Want thresh to have this buff cause I play thresh and think of my fun before others.
SUMMARY will be at the bottom, if you hate reading then just go there. However before saying "oh that's so over powered" or "why does that even matter" at least make sure you read it all first as it may answer questions or persuade you otherwise.
Thresh Q into W is awesome, it looks great and makes a really good gap closer for carries that don't poses a good one or aren't in position to follow up with you. My two gripes with W however... A ranged squishy does not want to face hug champions thresh hooks. They are perfectly justified in not wanting to take lantern into the face of a tryndamere for example which can lead to them just straight up not taking it and you one hopeless thresh. You are supposed to rectify this issue with flay to get them away and your adc needs to get distance off, however he still has his E and perhaps R. Flaying him off is also contradictory to the point as again he has E and R, if he doesn't like his odds he can E and R away making flay an aid to this effort. -Over all point being the lantern should carry allies to their auto range from the hooked target post Q reactivation making the risk to lanterned allies within the champions natural comfort zone(like Ivern Q). Thresh E can then be better utilized to the spirit of thresh... them not getting away.... it DEATH SENTANCE after all come on.
Secondly thresh Q gets lowered CD if he hits a target by 3 seconds. W goes on cool down immediatly after cast but it still takes significantly longer and especially so when allies take it right away as they should with the QW combo. Lets say the struggle ends in your favor and oh look another enemy to QW to... aw man my q is ready but my w isnt and my ally isnt positioned well to follow up... man that just sucks.
Right now you can get Q down to 3 seconds early with 45% cdr after acquiring around 3.5k gold without hurting threshes later build... or opt for 40% for less gold should you opt for transcendence... or take unusual runes to get transcendence and cosmic insight for 45% at less gold. The lantern gone for second max is the way you want to go in my opinion. However for a significant length of time you will not be able to repeat the QW combo in a timely manner. Even when skilled to the max you have a 12 sec base CD on it down to 7 seconds with 45% cdr. Even then you will need to have ideal targets in range to do it again 4 seconds later then your hook will be up totaling 7 seconds after last hook.
-Point being it would be nice if W CD was lowered by 3-4 seconds or maybe 1/2/3/4 for each point following the first if an ally grabs the lantern. This way when hook is up so is lantern when each are maxed out with the max cdr. The only two reasons I can deduce for lanterns CD is they:
-dont want thresh to be able to lantern two allies in as the way its set up it almost makes it to second cast as is. By making the CD lower only when lantern is taken it makes this potential a non-issue.
-They dont want thresh to be able to sheild himself and an ally every couple seconds on top of the cc he alone will be doing. Well this change could come with the addition of the sheild portion being on a seperate CD from the rest of the ability, say about the very same 12 base or even increase it if really necessary, its not the focus of the ability.
SUMMARY- Thresh W should bring other allies to enemies no closer to the target then their auto attack range upon reactivation of Death sentance like Ivern Q. Thresh W should recieve a reduced cool down only when allies take lantern by about 3-4 seconds at least after being maxed.
Come on is this really somthing that would break thresh? Its more just optimization allowing for better plays to be made on a play making support. Really the advantages would be situationally based more then anything making him have the potentail to do better at his job.