User blog comment:Deshiba/Twitch - Tweaked/@comment-1330314-20140327231147

First off, I think you need to better explain the rationale behind your changes here. You've added a whole lot of new ratios and drastically changed core mechanics on Twitch without really saying why you want to encourage an AP Twitch build or what new gameplay you're trying to foster.

While you're not the first to come up with an idea of damage alternating between physical and magical depending on what you're building, I think it's not a good idea for several reasons: firstly, it would be really confusing in terms of counter-itemization and counterplay, as it would be confusing for the enemy team to understand the subtlety between the two damage types at a simple glance. Secondly, it would create bizarre situations in which building more of one stat over the other would suddenly flip your damage type. Deadly Venom is an on-hit effect, and the true damage is irrelevant to its interaction with Liandry's/TBC/Blade Weaving unless you add some really strange forced interaction. Twitch is a champion almost purely focused on autoattacks, so you shouldn't be using caster items or masteries anyway. If you really want to add a ratio, just stick to true damage and adapt the ratios accordingly.

I don't quite understand the use of an AP ratio on Ambush: do you want AP Twitch to travel longer distances? Do you want him to have some sort of out-of-combat utility? What playstyle are you aiming for with AP Twitch?

The addition of damage to Venom Cask doesn't seem really necessary, but what really bugs me is the way you made the amount of Deadly Venom stacks scale with level: the entire purpose of this ability is to catch up to enemies or poke them from afar in conjunction with your E, now you're making it incapable of interacting with his kit during his early levels and loading it with more stacks towards the endgame. What effect or gameplay mechanic are you trying to achieve?

You miscalculated the maximum damage on Expunge: you can have up to 6 stacks on any enemy, so for the numbers to work you either need to decrease the damage per stack or bring the maximum damage back up to normal values. I really don't think a burst of /  over at least three autoattacks is enough to justify AP Twitch, particularly as there's no difference in gameplay: typically AP builds and AD builds on the same champion serve to offer different gameplay styles (usually AP for burst and AD for sustained damage), here you're still going to be heavily reliant on your autoattacks and the same rotation for both playstyles.

Changing the cost on Twitch's ult is good, but you've overloaded it with a weird AP steroid. I know you're trying to encourage AP Twitch, but the result here is that he either gets a stat increase that he doesn't need, or a stat increase alongside another stat increase that, in addition to not offering him any immediate visible power, also risks accidentally flipping the damage type on his passive. I personally think you should drop AP Twitch entirely, but if you want to conserve that I suggest you find another way of making such a build palatable.

Overall, the main point of your proposed rework here is to introduce AP Twitch, and I think Twitch is one of the champions least suited to an AP build: more so than almost every other marksman, Twitch is heavily autoattack-reliant. Three of his abilities (his passive, Q and ult) are autoattack steroids, his live W complements his autoattacks and his E only works at full power if he autoattacks an enemy for an extended amount of time. You're also trying to foist on-hit and caster builds on him when he already has a very well-defined build that involves none of these items. This isn't the way to go with Twitch, in my opinion.