Teemo Ult Re-Work Concept [Any thoughts from Riot?]
I came up with this in response to this post over here: http://boards.na.leagueoflegends.com/en/c/gameplay-balance/6GxRaTlu-teemo-mushrooms-how-can-they-be-updated-without-losing-what-teemo-is
(THE CONCEPT IS FORMATTED AS AN ACTUAL ABILITY AT THE BOTTOM OF THE POST)
One thing that I might find acceptable as a Teemo main would be to have the traps no longer stealth but also no longer be targetable but make them an actual skill shot where he throws the shroom in a target direction and it explodes if it hits an enemy champion. If it doesn't hit an enemy champion then it lands on the ground and arms as normal.
For the damage I would change it to a % missing health like an execute so someone full health barely gets hurt by it where as someone with low health takes more. Don't worry though, I'd lower the damage ratios still so that a tank doesn't get one shot by a shroom if he's 40% hp or lower. It's just going to really hurt and be a bit scary.
By having the shrooms no longer stealth though it helps the enemy to avoid them without needing to spam vision wards and oracle's and it also gives teemo new zoning and laning strategies, I suppose though that since they aren't targetable anymore then they'll need to stay on the map for a shorter duration. This also means that Teemo no longer will be hard countered by pink wards and oracle lens. I think it would make Teemo both more viable in some team comps as well as healthier to play against at the same time.
------------------------------------------------------------- Here's a proposed example ------------------------------------------------------------ **_
R: Noxious Trap [CD: .25 | Recharge: 25/20/15 | Range: 400/600/800 | Cost: 75 mana]
PASSIVE: Teemo stores a charge of Noxious Trap periodically, up to a maximum of 3 stored at once.
Active: Teemo throws a mushroom in a straight line passing through all non-champion enemy units and arms as a trap once it hits it's maximum range. If the Mushroom comes into contact with an enemy champion either in the air or while armed it will explode on impact dealing AoE damage equal to 6/12/18% of the targets missing health and 20% AP Magic Damage over 3 seconds and reducing their move speed by 30%. If a thrown mushroom lands on another one, it bounces an additional distance before planting.
While armed, mushrooms on the map remain visible and grant vision around them.
Trap Duration: 90/120/150 seconds
So, what do you guys think? I'm unsure of the balancing with my rough draft concept here but it's a start and I think it would make Teemo more interesting. :D