PERFECT!!
I hate those shrooms. I think this and the wriggles nerf will put teemo in his place: good, but not annoying as hell.
I hate those shrooms. I think this and the wriggles nerf will put teemo in his place: good, but not annoying as hell.
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Hey guys,
Here are the currently slated Teemo changes;
Noxious Trap
Added new visible reload timer, showing time until next trap is ready.
Mushroom reload time increased to 35/31/27 from 30/26/22
Damage reduced to 200/400/600 from 250/475/700
Fixed a bug that calculated the AP coefficient lower than intended
Move Quick
Cooldown increased to 22 seconds from 13
These changes are pretty much targeted at high elo play, where coordinated split-push Teemo is too good at split-pushing without risk. Other play levels will likely find Teemo pretty similar to his live status now.
The AP coefficient bug fix is actually about a .2 AP ratio buff on him. This evens out the lower base damage on mushrooms.
Increase on Mushroom Reload time is so that his mushrooms are a little less carpet-bomb effect, which is cornering off entire quadrants of the map as inaccessible by the enemy team while split pushing. Move Quick is mainly to stop chaining it multiple times in single chases. We thought it was better to limit the cooldown and total mobility rather than the in-combat use, which is one of the ways Teemo can survive real fights.
We don't forsee more being done to Teemo than this, as it should retain his combat ability while let him remain effective at map control and split-pushing (just not quite -as- effective).
Totally needed, as I am biased against teemos and his f**king shrooms, getting out of ganks with move quick.