User blog comment:KaiserLos24/Teemo Rework Attempt/@comment-24564937-20140405164610

Alright, so I agree with some points and disagree with others.

PASSIVE: Absolutely. That really makes significantly more sense than the current passive.

Q: Skillshot is a stroke of brilliance. I think you might increase the range a bit more as a result, because otherwise you reduce damage (lowered rations), reliability (not 100% to hit anymore), and useability (longer cooldown) with absolutely no compensation. Teemo's Blind is overpowered... but not that overpowered. Perhaps something like 750 or 800 maximum range to compensate for the new changes.

W: Yeah, I agree with this one too. Teemo doesn't need quite so much of a free speed boost.

E: This is where things get complicated. I like the idea of having Toxic Shot be a toggle; however, it doesn't really fit Teemo's lore, which states that he tips all of his darts with a rare and deadly poison he finds/makes himself. Additionally you get to the point at Rank 5 where the mana cost is twice as much as Ashe's frost shot and nearly as much as Jinx's rockets, for the bonus utility that it does now reduced damage over time. Also there are no toggles that cost mana which scales up in the game right now; perhaps you could change this to "10 mana per shot at all ranks." Or something like that. Additionally, I think you need to be careful reducing the damage-over-time on his E. Right now, teemo has three abilites with AP scaling. Their ratios are 80%, 70% and 50% for his Q, E, and R, respectively. If all of your changes are put in places that is reduced to 50%, 60% and 40%, which basically completely invalidates the use of AP on Teemo. Invalidate the use of AP, invalidate the use of Teemo. So, thanks... but I think I'll keep my 40% total damage over time.

R: Yes and no. Yes, the slow should be 45% at all ranks, that'll be convenient early game and a sllight nerf late game which he needs. Yes, the charge time can be reduced ever so slightly like you've done. ABSOLUTELY NOT should the AP ration be nerfed. In case you haven't been watching Riot's patches, as recently as a month ago Teemo has 100% AP scaling and his traps were known as "Deathshrooms." They HALVED the scaling already. Rest in peace, deathshrooms. You don't need to do any more damage than has already been done. Additionally,  I agree that there should be some limit to the number of shrooms you can place at one time, but fifteen is really low. You can trap toplane and some of the places around baron but your overall coverage will be low. If teamfights happen mid or botlane you're even more useless in teamfights than usual. Even in Ultra-Rapid-Fire, the maximum number of shrooms you can place is twenty... that seems a bit more reasonable, then you can have coverage of at least your upper quarter of the jungle like you're supposed to be able to do.

All-in-all? Yes, Teemo probably needs a nerf, or at least a change. And you have some excellent ideas of how to do that. But overall, if this entire package was implemented, I guarantee you Teemo's play rate would drop to zero. He would just be a mage with incredibly low scaling and complete uselessness in teamfights. Like I said, his ratios would look like "Doesn't scale" / 50% / "Doesn't scale" / 60% / 40%. It would, quite frankly, be like playing a squishier version of Skarner...

That's my final word. Make one or two of these changes? Perhaps then you're well off. The new passive in particular is great, along with the Q skillshot. But all of them together would completely wreck this (already hurting, thanks to the massive shroom nerf) champ into complete nonexistence.