Talk:Teemo/@comment-3358335-20110413160247/@comment-199.72.20.10-20110414162128

You're kidding yourself if you think the nerf was small.

MQ is his escape/chase move. Every ranged DPS has one (or more). They are all on a scaling CD that decreases with rank, with a few that have a flat CD comparable to the low end of the scaling CD. MQ has a flat CD comparable to the upper end of the scaling CD. You have to save it now, and only use it for escape. Any other use (running to a fight, getting back to lane, chasing, etc), and you risk not having it available to save your neck. No other ranged DPS has that same restriction.

The nerf to shroom damage is also significant. Riot tried to play off the ratio fix as a buff to AP Teemo, but you need to farm 500 AP before you break even. You can get there in a very long game, but in the meantime you've been doing less damage. AD Teemo is just plain nerfed. You'll also be planting fewer shrooms overall because of the CD increase.

The funny thing is that these nerfs don't actually address the high Elo push strategy that was cited as the problem. Teemo can still rapid fire shrooms to lock down a section of the map, and then run away if necessary. The nerfs affected his viability in regular 5v5 fights, which was poor to begin with.

Hopefully they'll realize that the problem is the charge mechanism on shrooms. Get rid of that, and Teemo can no longer move into an area of the map and quickly cut it off. Then buffs become possible for 5v5 play.