I played Thresh earlier today and here are some of my thoughts from the experience:
Passive: Both powerful yet one of Thresh's great weaknesses, Thresh's souls provide unique gameplay and counterplay. If Thresh's laning opponent(s) keeps Thresh from picking up souls, Thresh will fall behind and could have a difficult time coming back. However, leaving Thresh alone to farm souls is dangerous too, allowing him to grow in power and durability.
My primary feedback on Thresh's passive is:
- It would be nice if souls lasted a bit longer, as picking them up can be problematic if engaged with an enemy champion when one drops.
- It would be nice if the pickup range for souls was slightly larger. Thresh's attack range is already very small, and it is difficult for Thresh to pick up souls against a competent laning opponent who will easily harass Thresh if he tries to get close enough to pick up a soul.
Q: Thresh's Q has a great passive, however its active ability has some glaring weaknesses that work against his kit.
- Thresh's Q does not pull an enemy close enough when landed at maximum range to land in his R or close enough to land an E. While it is true that Thresh can pull himself to his Q'd target, why should he have to unless the purpose of this ability is to create risk for Thresh should he desire a kill?
- Thresh's Q has a long windup time which makes it a very difficult skillshot to land. It is quite easy to dodge and if missed, the rest of Thresh's kit isn't helpful in initiating or catching up with a fleeing opponent. If you miss Thresh's Q, you feel pretty darn useless as far as engaging is concerned.
- Thresh's Q hits minions and monsters and it is extremely frustrating for such a difficult skillshot to hit a minion and pull them toward you when the ability is clearly designed to affect enemy Champions. This ability would feel much better and the difficulty of landing the skillshot would be better rewarded by landing only on enemy Champions.
W: This skill feels great so far. I don't feel like it needs to be changed. If anything were to change, I'd slightly increase the radius of the shield activation to better cover Thresh and his team, but that's it. Overall a very nice ability.
E: Thresh's E has a rather short range, and that is my main gripe with it. I feel like I almost have to be on top of my opponent for it to work, and it would be nice if it had a longer effective range given its strange aiming mechanic.
R: Thresh's R is nice, however due to the short range of E and the unreliability of his Q, it feels lackluster as a result. There are times when landing a Q will not fully pull an enemy into an activated R wall, which feels bad (Yes, I realize Thresh can pull himself and then R, but that should not be required for such a difficult ability to land). E's short range makes it feel nice only if an enemy is inside the R when activated, as opposed to outside (it's not very feasible to pull an enemy back into the R due to E's short range).
TLDR version: Thresh's passive hurts his laning potential due to souls lasting a short time compared to the short pickup range, allowing for a lot of harassment if Thresh actually wants to pick the souls up, making Support and Jungle more viable than Top as a result. Thresh's Q is easily dodged, doesn't mesh incredibly well with his kit, and should not land on minions due to how incredibly hard it is to land on a Champion. Thresh's E has a short range that could stand to be increased, and Thresh's R is only as good as the ability of the Thresh player to utilize the rest of his somewhat dysfunctional kit.