In my experience, the first portion tends to come up by lvl 7, unless the entire enemy team consists of ranged AA. If I’m laning against a tank, support, or ANY melee, it’s up by 5-6
If it’s not coming up, it’s because you are repeatedly getting killed in the lane, which also means you aren’t getting any value from LtD.
The largest drawback to LtD is that it effectively forces you into a more PvE role the entire game until 20, at which point you carry the game with whichever lvl 20 talent you pick.
Slime Time’s drawback is that it does take a short bit for the first portion to come online, but once it is, you are good for the rest of the game, AND you even get a bit extra (5% extra slow isn’t much, but it has made the difference between getting a kill and someone getting away a number of times).
Tufferfish is upfront - While it’s overall sustain damage is behind the other 2 options, the burst damage, AND the armor makes it a viable talent.
Especially the armor. While it’s only good against mages in lane, in a team fight, the enemy team RARELY has the awareness and cooridination to AA the fish. When the fish dies in a teamfight, 99% of the time it’s because someone used an AoE on it (Or, more often, on Murky when he’s going in for an Octo). Tufferfish helps to ensure that Pufferfish goes off in a teamfight, and that 50% extra damage ensures the death of most squishy heroes outright.
All 3 talents have their place now (Unlike before the LtD buff, when both Tufferfish AND Slime Time outpreformed it by a decent amount, making LtD a meme talent combined with the lvl 20 march talent).
Really, the ONLY talent that Murky has that is inferior in almost every situation now is Egg Shell, and that’s solely because it requires Murky to die to receive the most benefit out of it.