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Teemo Changes
04-06-2011 07:23 PM
David
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Summoner Name: Monday
Post: #1
Teemo Changes
Morello Wrote: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).

Thoughts?

Move quick was hit pretty hard. I'm not sure how I feel about that.


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04-06-2011 08:29 PM
flamedance58
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Post: #2
RE: Teemo Changes
Not really.
I found that it was buffed too much and now it's balanced.

You have to remember that it used to be a pure passive and now it's a passive + active boost of the passive.
Before you'd see Teemos fly across the map but now at least they can't use it all the time with such a low CD.
So it's very difficult for me to swallow that the skill was "hit pretty hard".

I like the idea of visible counter for the shrooms, at least now you know exactly when you have some shrooms ready.

I agree with the lowering of the damage because quite honestly you can kill people with enough AP just by laying them in their jungle. It's fun to use the shrooms like that but if their actually killing people from full health then it's getting a bit ridiculous.

I'd like to see some cahnges to his poison if anything even if it's a slight adjustment to the damage because I still find it quite high and it's the most consistant of the poisons in the game.

So really in the end I like the changes and it'll balance him out quite a bit to a point where people won't be screaming bloody mary when they see a Teemo.



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04-06-2011 10:13 PM
Ridley
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Post: #3
RE: Teemo Changes
-claps- I'm so happy for these changes ^ ^
I'm glad the quick feet thing was set for a longer cool down.
Keke


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04-07-2011 12:07 PM
Vampire Poop
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Post: #4
RE: Teemo Changes
The move quick change is a pretty big one but other than that I don't think the change in base damage will deter people from building AP teemo and they also mentioned the slight ratio buff. The timer on the mushrooms is a nice addition but mainly move quick is the only one hit hard. I'm still going to play AP teemo regardless.


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04-07-2011 12:15 PM
Zakba
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Summoner Name: Bazakhus (EU)
Post: #5
RE: Teemo Changes
Considering the facts his old Move Quick was activable passive ( disabled by taking a hit ) I don't think Move Quick took a hard hit.
Nerfing the Shrooms is a good idea because you could deal massive damage with 1 trap ( although 100 damage won't really change a thing )


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04-07-2011 03:35 PM
flamedance58
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Post: #6
RE: Teemo Changes
Again people see my point while others done.

Move Quick used to be on ALL THE TIME.

Now it moves slightly slower ALL THE TIME and VERY FAST for a BOOST.

They made the BOOST have a longer CD.

We're talking about ALL THE TIME to 22SECONDS!

I'm sorry but there's a big difference there so please stop QQing.



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04-07-2011 03:39 PM
Valitrix
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Post: #7
RE: Teemo Changes
Actually @ Shrooms had 4 ticks each mitigated by MR.
The thing is that they should lower the movement speed decrease upon hitting one. Teemo has massive slows AND massive speed boosts! Clearly not the best kiter in the game!

Anyway...

This basically prevents full AD Teemo from being able to have the massive utility of it's AP counterpart while buffing AP slightly. (Noxious Trap AP boost is still spread over 4 ticks however)
Teemos will now have to use strategy to use W instead of spamming it and going 500+ MS every 5 seconds!



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04-10-2011 08:15 AM
ObamaOfficial
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Post: #8
RE: Teemo Changes
i think the move quick increase time was quite brutal :/// teemos so squishy as it is. but the shroom changes r pretty badass. teemos shroom is so OP in AP


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