Thank you for bringing this up! I hoped someone would!
I'd like to preface this by saying that I will explain in this post why I very consciously decided not to use vector casting on her W. I hope I don't come across as defensive; do note that I didn't just decide this on a whim. I had to defend my decisions against many other designers playing devil's advocate for vector casting, I had to get leadership on board, I had our Insights team run hyper-focused user labs on this question, and there were many late night sessions where my arguments (see below) were beaten up by my peers. The reason Taliyah shipped with this W is not because Daniel Z Klein hates vector casting (although, guilty as charged, I do.) The reason she shipped with this W is because I strongly felt we could make a less punishing, more learnable version of vector casting, other designers agreed, and this W is my attempt to make it.
Also apologies that this is a little lengthy. I am very, very passionate about this video game nonsense and have spent the last 10 months obsessing over this and other similar questions. There's still a good chance I'm wrong, but in the interest of an open and transparent question I wanted to lay out all of my thinking. Grab a beverage and enjoy!
Viktor’s Death Ray and Rumble’s Equalizer use a casting paradigm we refer to internally as “vector casting”. You can think of a vector as an arrow with an origin point, a direction, and (unused in this case) a length. The way you use vector casts is either by pressing the ability button and then holding down left mouse button at the origin point and dragging and releasing left mouse button when you have the direction you like, or, if you’re using Quick Cast, by holding down the E button, moving your mouse cursor, and releasing the E button.
There are two subtleties to consider here:
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This is the only ability type in our game that asks you to not only think about keeping a button pressed (channel while moving abilities such as Varus Q do this too), but also to think about where your mouse is when you start pressing the button. This isn’t good or bad in itself, just unique.
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The effect, including any pre-cast delays (such as Rumble’s cast time or Viktor's laser's missile travel time) begin to happen only when you have finished all the above inputs; that is to say, only when you release your R button or your left mouse button does Rumble’s ult cast time begin.
The combination of a novel input type you’re not primed for anywhere else in the game (Point 1) above) with a cast sequence that tells you to hurry up with your second input (Point 2) above) makes for the hardest type of ability in the game to learn and master. From personal experience, I do alright with Viktor lasers in lane when I’m just last hitting / hoping for harass, but once the pressure is on and an enemy jungler is breathing down my neck I completely lose my shit and shoot lasers off into obviously bad directions / from bad places / fail to shoot them at all because I get so flustered.
It’s not just me, either. (This is where I pull out some data. Please don't think of this as me hitting you over the head with numbers; do argue with my interpretation of this data if you like!)
Both Viktor and Rumble have very low pick rates considering their roles and apparent power levels (although caveat here being that correlation doesn’t necessarily imply causation, and lower pick rates automatically mean higher win rates due to a self selection effect). They also have relatively steep mastery curves considering that in both cases, the vector cast ability is the only truly mechanically demanding part of their kit, and most importantly, they exhibit a massive amount of player churn. That last one means that a very large percentage of players who try out the champions do NOT stick with them. This compared to other mechanically demanding champions such as Yasuo, who has some of the LOWEST churn in the game. Let me show you some graphics (you'll have to click on these to see the full version)!
http://i.imgur.com/NcddmZe.png
These are the mastery curves for Viktor and Rumble. The yellow into green line is their average win rate over games played previously; at the left end of this curve is your chance to win your very first game on these champions (41.6% and 43.3% on Viktor and Rumble respectively) and at the right hand of the curve is the chance to win your 80th game (I stopped at 80 because, as you can see from the jitter in Rumble’s curve, data was getting rather sketchy. There aren’t enough players who’ve played 80 games on Rumble, which is sort of my point).
The grey curves at the bottom are sample sizes. Leftmost is amount of players who played the champion exactly once, rightmost is amount of players who’ve played the champion 80 times. The very sharp spike to the left is something we generally associate more with a younger champion (Aurelion’s curve is all spike right now). Ahri, who came out one slot before Viktor, has a super flat churn curve, with a gentle, flat hill to the left instead of a spike. But Ahri’s curve is much, much less steep than Viktor’s and Rumble’s (she goes from 48.6% to 54.5%, about 4% less growth over games played). So let’s compare to a champion with a steeper curve (again remember to click to open):
http://imgur.com/DFgaV1P
This, as you can probably tell, is Yasuo’s mastery curve. He grows from 40.7% to 52.3%, roughly 2% more than Viktor and Rumble. But look at the bottom! Is that Ayers Rock? No! It’s Yasuo’s curve of Previous Games Played. Notice the absence of a spike, and even notice how gentle the slope is. People pick up Yasuo and stick with him.
The point here being, my working theory is that vector casting is a very hard to learn input paradigm that causes players to churn from a champion. The two points we discussed above (hard to learn input type that nothing else in the game teaches you + YOU MUST HURRY) sufficiently explain to me why this would be. While Yasuo is one of the hardest to learn champions in the game, all of his inputs are bog standard: place your mouse over the dude and press E to dash through him. Place your mouse over where you think the dude will be in 0.1s and press Q to point-blank skillshot him. Place your mouse where the bad guys are shooting from and press W to make some waist-high cover/a windwall.
So when I made Taliyah W, I let these two considerations guide me:
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This obviously has to be a two part input. Let’s not hurry the player along, so they have time to learn.
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If possible, avoid novel input types. Can we piece together “point of origin plus direction” from existing inputs?
Turns out we can! W1 (the first input you make in Taliyah’s W) is a vanilla AOE spell input (you place a ground circle), W2 is a skillshot from a proxy target--a little less vanilla (Lulu Q and Taric E do it, as does Zed Q from his shadows) but still just a simple button press. We now have two distinct button presses on a spell that already has to have a delay baked in (to give the enemy a chance to dodge this very powerful effect). This gave me the option to say, hey, Seismic Shove will happen 0.85s after you press W1. You have ALL OF THAT TIME to input W2, and how soon you do (or how much time you take) does not affect gameplay at all. Take your time. This makes Taliyah’s W more learnable. You can actually take your time, and you can even move your champion around during the delay if you need to.
Additionally, if for whatever reason you fail to input W2, you get a partial success case: you get a knockup at the location you placed W1. Often that’s not optimal, but it’s clearly better than nothing.
So to wrap up, the reasons I like Taliyah’s W over vector casting are:
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You can take your time to learn the ability because we don’t rush you
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The ability consists of inputs that are already familiar to most players
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There is a graceful failure case where you get a knockup rather than nothing
All this to say: I hear you, and I'm sure there are players out there who would do better with Taliyah W as a vector cast, but the vast majority of players would churn off her very quickly considering how mechanically demanding and frequent her Q is as well.
Again, I may be wrong, but these are my reasons.