A proposed changed to Teemo
So our favorite demon has been a nuisance lately due to the new vision changes and honestly he just isn't fun to play against. While I see a lot of arguments about his shrooms in general I haven't seen many ideas address the real problem and that is his ability to deal massive damage for free. This is frustrating since there is no real way to counter it besides the clunky mechanic of pinking and red trinketing every where you go. My idea is to rework that power into something a little more manageable without really nerfing him.
Ultimate- Teemo shrooms no longer detonate by walking over them and instead must be actively triggered by teemo when in range of a shroom.
Now this may seem like a huge nerf to teemo but its not, he still retains all of the usefulness of his shrooms but he no longer just gets free CC and damage by just plotting a shroom. He also gains the ability to now place shrooms in lane and have them go off when he wants instead of trying to figure out where he can place it so that minions won't hit it. This opens up way more gameplay options for teemo and allows players to really get creative with how they use shrooms. For example if you know a team fight at baron is coming up you can now plant shrooms in tacticle places along the river to ambush a team once they over commit. This resonates with teemos lore and design seeing as hes a commando. On the other hand the other team can now freely clear teemo shrooms without the constant risk of them exploding because you misclicked.
Now I personally see this change as being healthy/fun, but also keeping teemos core gameplay intact. Some people may say teemos kit as a whole is too weak to justify such a change and I kinda agree so I propose another change just incase this teemo doesnt already have enough power.
Passive When teemo uses blinding dart in combination with his passive it does 1.5x more damage
or
The next basic attack out of teemos stealth stuns for .75 seconds. Must be used immediately after breaking stealth or it will not happen.
The reason I added this change is because this will give teemo more power for using his passive. The first option I believe will be great for the AP assasin teemo style people love to play, encouraging players to go off behind enemy lines to pick off and unwary opponent. The second passive option I believe may be too powerful as it will allow teemo to lockdown anyone he ambushes with stun into blinding dart into shroom.
This is just my suggestions, I like teemo but I think this would be a great opportunity to rework his kit to be useful outside of being abused. To put things into perspective I want teemo shrooms to act more like C4 then trip mines. C4 allows more flexability and creativity but also puts the user at risk if they are spotted while waiting in ambush. Trip mines on the other hand reward you for planting an explosive in a high traffic area waiting for some unlucky bastard to step on it. Not much fun for anybody.
Please discuss this with me as I would like to hear other peoples ideas about teemo and how we can make him more fun.