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Taliyah post-release follow up

RiotZenonTheStoic··1 votes·87,860 views

Hello friends and fans of underwater stone basket weaving!

Taliyah is out in the world and weaving stones / breaking bones (albeit sometimes mostly her own). I want to open the floor to questions from all of you fine folk here, but first, let me say a few words about where Taliyah is now and what our plan is.

Taliyah released weak

It makes sense that when you play a champion for the first time you don’t know what you’re doing and you’re going to have less of a chance to win your game. It also makes sense that if you’ve never seen anyone play the champion before, you don’t even know where to start. So champions releasing at a low winrate is a good thing (if they released at 50%, they’d be game-breakingly OP within a week), but 37% was too much of a good thing for Taliyah.

Taliyah mostly struggles in lane due to the duration of exhausted ground and her inability to counter-push against someone with great wave clear (which is many mid lane champions). We’ve addressed some of that in a hotfix already, but we’re planning to help her out some more in 6.11.

Taliyah mostly does what we want her to

Taliyah is mostly played midlane and has the highest winrate midlane. She punishes sidelanes with her roams, but also dies due to, shall we say, ambitious ults. That’s all good! She also rewards players who constantly look for fresh ground for her Q. That said, there are some shaky bits, but instead of going over them all myself, I will now open this thread for questions. I’m absolutely certain that some of you will have questions (and I may have one or two answers ready).

So let me know: how have you been enjoying Taliyah? What are your questions and suggestions?

EDIT: I answered as much as I could tonight. Sorry if I didn't get to your post! Make sure to check if I haven't answered it elsewhere.

340 Comments

1Ferdinand129 votes

The cast time of her W and E, since those abilities are often used in succession for the combo the "self-cc" is too long, and the combo feels way too slow if you add the W delayed knock-up.

RiotZenonTheStoic33 votes

So I think what you may be feeling here is that the W has a spellcast lockout until the eruption. Here's my thinking.

W is not a vector cast spell. I'm trying to avoid the novel input combined with time pressure effect that makes vector casts near impossible to learn. I want players to have as much time as possible to press the W button a second time, so I'm giving them all of the 0.85s of the W's delay to press the W button a second time. If I allowed you to cast another spell before the eruption (say after you pressed W a second time), I would re-instate the problematic part of vector casts, which is that you have to input the button down and button up as close to each other as possible.

So you may ask why not just allow it as an option?

Here's one of my favourite design mantras:

Optional power is mandatory

A designer can convince herself as much she wants that this mechanic she designed is an option that players can use if they want to, but that's never the real world a competitive game will be once the mechanic is mastered. If you gain power (and being able to cast another spell sooner is power) for doing an optional thing, that thing will become mandatory. If I said "hey you have all the time in the world to input W2, but you can only cast after you've done it", I might as well be standing behind your chair yelling "HURRY HURRY HURRY" into your ear.

Here's another reason:

Lane games are best when both players play

When both players can outplay each other, a lane becomes a true display of skill [tm]. If Taliyah could cast E after beginning her W cast, the correct play would be to never cast E unless you saw that a W was going to land, at which point your enemy can't really do anything anymore. When you have to cast E first, the enemy is put on notice: Taliyah is looking for a W now! Be vigilant and dodge for 4 seconds, in which case you come out ahead because her E is incredibly expensive to cast. I feel this way we get the fairer game and more interactive lane action.

Kobold15 votes

{quoted}

So you may ask why not just allow it as an option?

Here's one of my favourite design mantras:

Optional power is mandatory

A designer can convince herself as much she wants that this mechanic she designed is an option that players can use if they want to, but that's never the real world a competitive game will be once the mechanic is mastered.

If you gain power (and being able to cast another spell sooner is power) for doing an optional thing, that thing will become mandatory.

Just to ask isn't this entire bolded sentence contradictory to Riven's Design? Isn't the point of Riven to gain extra power from animation canceling which is optional but now mandatory for her to feel strong?

RiotZenonTheStoic29 votes

We're talking about Taliyah here, not Riven. And yes, you're right: that's what happened with Riven. It's not contradictory to her design; it's EXEMPLIFIED by her design. (None of that was by design I assure you; a lot of that was discovered over the years and then half-heartedly embraced by us). Her animation cancelling is exactly the kind of thing I'm talking about.

Penta Penguin15 votes

The thread has all the space in the world to talk about Taliyah, I don't see what's wrong with talking about something related that comes up. Reds are free not to respond if they feel like they shouldn't.

What are you ever going to do about champions like Riven while new champions are being designed 'correctly'? Does she need to be reworked in some way or is this Riven's 'thing' that she gets to keep despite it not being in line with current design principles?

ShadowParker13 votes

Although, I'd say it took balls to respond to that comment. Most reds would have ignored it, hell, pretty much every red would have ignored.

Give the guy some credit for being honest.

Ariaflux3 votes

Optional power is mandatory

That's an interesting perspective and a pretty good reason to keep her W lockout.

Lane games are best when both players play

In this case, do you feel that W should have a shorter delay since it 1. locks you out of using skills, 2. puts the enemy on alert if you try to set it up. Cho'Gath Q has a shorter delay with a bigger AoE, and while his skill does not knock-up, it slows.

RiotZenonTheStoic21 votes

Taliyah's W actually has a shorter delay than Cho'gath's Q, but it's complicated:

Cho'gath has an 0.5s cast time. He picks the location at the beginning of this time, but it remains secret and known to only him for this half second.

After that half second, the indicator appears for all to see, and enemies have another half second to step out of the indicator.

Cho'gath's Q isn't dodgeable because you have the time to step out (you very much don't); it's dodgeable because the game asks the Cho'gath player to make a prediction one second in the future, and unless he predicts perfectly, the enemy will not be in the center of the circle. Unfortunately the actual gameplay here becomes "move erratically and Cho'gath will randomly miss".

On Taliyah I decided to go a different route. The ability has an 0.25s cast time (standard cast time across ~98% of spells in League), but that cast time is not related to the effect delay or the display of the indicator.

Rather, the indicator is rendered at t=0.00s, so instantly when Taliyah presses the button. At t=0.25s, Taliyah's cast time is over and she can move again. At t=0.85s, the circle erupts, either knocking up or knocking in a direction, based on whether or not Taliyah pressed W a second time.

Here's the crucial part: Taliyah's player can choose to press W a second time at ANY POINT between t=0.00s and t=0.84s. This is an eternity in League. (It was quite a challenge to get this to register even during the normal cast time; normally you can't queue up the same spell again for a certain hard-coded lock-out period after the initial cast. I had to be very tricksy to get around that.) (If you care: under the hood, W is an instant cast spell that fakes its cast time; because it's instant cast, you can instantly press it twice, and this will even be queued with bad latency).

So yes, the enemy gets more time during which they know where you cast the spell, but less overall warning that you cast the spell at all. Part of our reaction time is registering that an event even took place, so effectively her W should be about as easy or hard to land as Cho'gath's Q.

And as a matter of fact we have early data that suggests that 38% of all W casts hit an enemy champion. Considering that Taliyah will use the spell for farming and fishing as well, this is a pretty impressive hit rate. I would have expected something closer to 25%.

Matdir3 votes

Here's my problem with her. 0.85s IS an eternity in league, just as you said! But with how you've implemented her W, she is silenced for 0.85s, even if she chooses the direction INSTANTLY. Her problem isn't cast time or delay or warning for counterplay, all of those things are healthy for league. What is the problem is her self-silence! Once she casts W, she can't do anything for 0.85s.

In another reply you said you didn't want this to happen, because then the "correct" way to play would to be cast E only after W. Don't make a champion intentionally clunky to budget their power. You're forcing people to use the ability in what they feel to be a sub-optimal way. Players KNOW that they can use her W-E combo better, but they're not allowed to. What if Anivia wasn't allowed to cast her abilities until after they landed. Goodbye E-R combo. Goodbye Q-E combo. What if champions couldn't flash during cast-times. Goodbye Lee Sin R-Flash. Goodbye Azir R-Flash. It just doesn't make any sense to me that you're forcing players to play sub-optimally. It doesn't feel good to use and it comes across as clunky. Get rid of her self-silence and she will be more satisfying to play.

Cosnirak14 votes

I think you have it backwards. All of those examples you gave feel like cheating and are unintuitive to new players. They leave players feeling like there's no counterplay outside of staying absurdly far away from people. I don't feel outplayed when Anivia flashes towards me, Es, then Rs, and I instantly die because I was at 80% hp.

The real problem isn't that Taliyah self silences. It's that she can't queue up another spell during this time. Your brain knows you want to E-W-Q and it tells your hand to do it, but then the Q doesn't go off because you hit it like .2 seconds early, and your opponent gets away, despite you dying to another Taliyah's perfectly timed E-W-Q earlier that same day. feelsbadman :(

Rimi7 votes

{quoted}

The cast time of her W and E, since those abilities are often used in succession for the combo the "self-cc" is too long, and the combo feels way too slow if you add the W delayed knock-up.

100% agreed with this. Adding smoothness and input buffering to the combo will make her a champion that feels rewarding to pick and play. The counterplay to her becomes avoiding the w and flashing out of it if needed (like standing in alistar range) vs the current just don't get near her e traps and you're k. I think she should be given the combo and numbers should be tuned around that instead.

RiotZenonTheStoic18 votes

I really want input buffering on the W--I'll see if I can hack it together myself without needing an engineer to change the underlying engine. Note that the "self-CC" part of the W is the standard cast time of a quarter second, but I suspect what you're talking about is the much longer spell lockout (0.85s)

Mad Moxxi7 votes

Consider a global cd? W feels terrible for smart casting. It's like unlearning how to play, or fighting the UI/game itself rather than other players.

Hige18 votes

I love playing her, sadly I did play a lot of Taliyah in Urf so my first impressions were kind of skewed, that said the few games I've had with her in ranked I've had a lot of fun.

The feel of the champion is awesome and unique, she has a very different rhythm from other champions but yes she's a bit on the weak side.

**my suggestions **would be:

  • Decrease the size of worked ground instead of it's duration (though the hotfix value is acceptable), having a zone where you gain movement speed is incredibly useful, even if the bonus speed is very little, and reducing it's duration could be felt as a sort of nerf... of course there's the issue of her damage output but I think that a smaller area could help her not end up all covered in worked ground too quick.

  • Her ult is... interestingly powerful but it kind of lacks something, I think that making it a bit thicker could be a good idea in order to prevent easy jumpovers. Also, please give clarity about what side you end up at, sometimes you don't wanna end up on melee range against an enemy, of course you can hop out early but even then, ending up on the wrong side is very frustrating. I think it'd be a good idea if the placement of your mouse determined where you'll land.

My complains would be:

  • Q on worked ground firing just one stone for half mana is really unfair, if anything it should be 1/5 but oh well its cost is not that high either way.
  • W locking you out of Q or your ult without a chance to even queue skills
  • the annoying bug on her passive that if you happen to step out of the stone you need to wait like 2 seconds before you can jump on it again, no matter how close to a wall you are.
Mahou Lulu15 votes

Taliyah has an amazingly fun kit. She's one of my favorite champions to come out in 2-3 years. That said, if there's absolutely anywhere you need to look at in fixing her kit, it's her Q.

I get the idea behind Q. You want to reward people looking for new ground. The problem is that she's not given that opportunity in places where she wants to be the zoning/control mage. Sieging towers can painful because there's only so many places you can move to while still being able to hit a direction-locked spell with range that isn't very long. Laning is painful because while your enemy can move wherever they want and deal consistent high damage to you, you're forced to look for spots in an already tiny lane or deal no damage in return. Her Q is rewarding the first two or three times you cast it, and then it becomes a major hindrance. You begin to feel suffocated by your own kit. Obviously, a balance needs to be struck. You want a high impact spell with noticeable gameplay and counterplay attached, but I feel like the balance is skewed more towards benefiting the enemy than it is Taliyah or her kit. There's just too much negativity attached to using her Q. Taliyah misses her Q, and the enemy gains a huge advantage in that area for the next 2+ minutes, which is a LONG time.

Worked Ground's duration either needs to be reduced even further (because 2+ minutes of a negative side-effect for a spell that is unreliable and unit-blocked isn't as equal a trade-off as you probably think it is) or its size needs to be made smaller so that you can play around more ground and thus make more circles in small spaces. If you would rather keep Worked Ground as is, then the detrimental effect of the ground itself needs to be reduced because 1/3rd of your damage for half cost is essentially useless. Perhaps 2 rocks instead of 1 on Worked Ground or some such change.

I also want to express that the recent mana hotfix feels like it may be the wrong direction. Not once did mana become an issue for me with Taliyah. She needs changes in places that don't involve her stats, because it's her mechanics that are holding her back. If I want to waveclear as Taliyah and survive lane, I max E (like many streamers and youtubers have been doing recently).

RiotZenonTheStoic29 votes

Hello Vanirru, and thank you for your post! I’ve been waiting for someone to mention this! This is exactly the kind of feedback post I was hoping for!

Let’s start at the end of your post: E maxing! I only have one argument here: Faker maxes Q. CHECKMATE ATHEISTS! (From what I can tell he’s played one ranked game on her, maxed Q, went 4/5/9 and got carried by his top lane Fizz. GG)

No, but seriously: I like that E maxing can be situationally good! For instance if you lane against the likes of Yasuo or LeBlanc: champions that are likely to repeatedly try and approach you with a dash. However, if you have to E max in lane you will most likely be weak come the first couple of objective fights. So much of Taliyah’s damage budget is in the Q. At rank 5, hitting all 5 Q missiles deal 420 + 1.2 AP. Every 4 seconds. That’s absurd. So I will continue to buff the lane cases of the Q until Q maxing seems the no-brainer, while leaving E maxing open as a situational counter.

Speaking of the strength of the Q! Before we move on to the meat of this post, I should point out that this Q is STUPID. Holy shit how did they let me ship this? Once you have Rylajs and reliably hit all 5 missiles, this thing just straight up murders people. The only reason I got away with shipping this is something we call gating. Normally when we refer to gating, we’re talking about cooldowns or mana costs--things that act as a gate to your usage of the ability. In Taliyah’s case, the Q is uniquely gated by ground-as-a-resource. Not only was this a thematic home run, it also provided us with a really cool mastery point for future Taliyah mains as well as a soft “play around this” telegraph for the enemy. Success!

But as you correctly point out, that gating is painful and harsh. It has to be to be worth anything. Let’s talk about size and duration of Worked Ground first for a moment, before we dive into a discussion of sharpness.

To be frank up front: we fucked up on the duration of Worked Ground. Playtesters learned way too well to play around Worked Ground in iterations where its duration was much, much shorter, and we kept upping the duration until we saw actual constraints. We ended up with a number that was way too large because it was arrived at in an eco-system where Taliyah’s players had already mastered the ground mini game. With a number as big as 180, we never gave players on live a chance to even learn the intricacies of the game. I’m of course not sure at all 140s is the correct number, either; there’s a chance we need to reduce it more.

Here’s what I strongly believe we shouldn’t do, though: reduce this number to where you can use fresh ground Qs more than once from the same place in one teamfight. Strategically it doesn’t make much sense to ask players to memorize the locations of Worked Ground in between fights, but tactically? I think this is a really meaningful gameplay element. You can go back and forth in a fight, and if you manage to push Taliyah back onto ground she’s already used up, you have the upper hand. That’s exciting and new! If Worked Ground refreshed mid-fight, that’d be gone.

Similarly, the size is carefully balanced such that you can get about three fresh Q casts side by side in lane, but never more than one side by side in a jungle passage. This is a cool self-balancing factor: Taliyah is massively more powerful by her nature in choke points (because of her AOE and her area denial; also if you can’t dodge to the side, you will eat all of her Q), but the Worked Ground mechanic balances this from the other side: she’ll be more powerful in the jungle for a short time, after which she has to press forward.

So TLDR: Could see us reducing duration further--probably not much below 90s though (because you’re looking at roughly 50s at 45% CDR then, and anything below that risks becoming available twice in a very long, drawn out fight). Size is probably right once people have learned to optimize the spell and once we’ve found the correct duration.

A MUCH more interesting question is why don’t we make her Worked Ground Qs straight up stronger. You suggest letting it shoot 2 missiles instead of just 1, others have suggested giving it a shorter CD, or even making it straight up hit harder. I don’t think any of these changes are right for her, and the reason why is something we call “sharpness”.

SIDEBAR: Sharpness When we speak of a mechanic being sharp, what we mean by that is that there is a clear difference in states. Usually this is how we hope to achieve interesting and meaningful gameplay. Let’s use Poppy’s Heroic Charge as an example: Poppy charges at an enemy champion, carrying them with her for a short distance. If she hits a wall, the champion is stunned. Now we could imagine a world in which Poppy has trouble hitting Heroic Charges into walls, and maybe a well-meaning designer will say, well, Poppy has trouble accessing this power in her kit, why don’t we make it a little more accessible? Heroic Charge always stuns enemy champions, but the stun duration is doubled when they hit a wall. I would argue this is actually a worse ability. Now instead of trying to angle yourself in such a way that you get an enemy champion between yourself and a wall, you have to do the following math in your head: yes, I would get twice the stun duration from a wall, but maybe I can use the non-wall case three times as often? And isn’t half the stun duration enough anyway for my team to land follow-up CC? At the same time, the enemy is confused: Poppy charges at me and stuns me, but sometimes that stun seems to last longer? By removing the sharpness of “wall vs no wall”, we made the ability more muddy and harder to understand and learn for both sides.

Returning to Taliyah’s Q, we had a bunch of the suggested versions in testing early on. There were both versions where the difference between fresh and worked ground was that worked ground sent out fewer, but still more than one, missiles, and versions where the worked ground cast would send out a single missile that was just a bit stronger than the normal Q missiles; maybe about 1.5 times as strong. What happened was that people started getting confused about worked ground and actually had to track it more accurately as the enemy, because it was no longer obviously clear if a cast was a worked or a fresh ground cast. On Taliyah’s side, the mental arithmetic then became about “do I even need to worry about worked ground? Yes it’s weaker, but it’s also cheaper and still does enough for me!” This would get even more complicated if we started factoring in partial CD refunds.

Worked Ground Qs must be strictly worse than Fresh Ground Qs. They should have a fallback function of “cheap but weak harass or last hitting assist”, and I admit that they’re currently not living up to this. I’m hoping to ship a 50% damage boost to minions change in 6.11 to at least make it a good CS assist tool. Base damage changes are also not out of the question further down the line. Note also that Taliyah rushes Rylaj’s as a core component, so even if you don’t get the sweet, sweet full damage Q, you do get a slow, and who knows, maybe that allows you to land an EW combo.

To sum up: Taliyah’s Q is ridiculously strong (if players, like yourself, are noticing it’s powerful this soon after launch, it’s probably too strong; took players months to realize that Lucian’s ult is absurd). We’re buying that power with gating, but gating must be sharp and meaningful.

Hellioning9 votes

The argument, then is: SHOULD her Q be so ridiculously strong in a best case scenario that it needs to be gated so heavily?

I mean, it'd be like releasing a one pixel wide skillshot that is blocked by minions and has a massive cast time but instantly kills the first thing it touches. Sure, that's obviously an exaggerated case, but it does beg the question of if Q is good design.

I mean, look at Illaoi; the balance team is tearing their hair out over her right now because her high case and low case are so diametrically apart that balancing for either extreme leads to the other extreme being immensely stupid. Do we really need or want more of that in this game?

Møt19 votes

You say that the resource gating around Q is harsh and it needs to be, but I'm struggling to think of any non-ult ability that locks a champion out of so much damage as Taliyah's Q. Losing your main damage spell for two minutes just because you wanted to use it feels awful, despite all of the cool things (champion mastery, combat patterns, theme) that come with it. If you use your Q really well, you're still punished heavily for it. That means that even though there's reward in finding new ground, Q still isn't rewarding in and of itself.

Yes, the Q is very powerful. But if it's so powerful that it needs a power gating that makes her feel awful to play, then maybe the spell is too strong. (And I'd disagree about her Q being that powerful at all, it's hard to hit, makes you very vulnerable while positioning, and doesn't have any absurd range. Plus unit block.)

I've read all you comments on this thread, and you seem really bought into the idea of Q having this worked ground mechanic. But I'm also telling you that it feels awful in its current iteration, and it's not something that, in my opinion, will be fixed with number changes.

I think making her worked ground Q feel less awful is the way to go. I read your response about sharpness, but I don't think a CD change affects that in any meaningful way.

Milou5 votes

On the faker game, I know it was tongue in cheek, but if you watch the stream https://www.youtube.com/watch?v=F-xeXbvLbZo it's an incredibly lacklustre game. He doesn't know what the abilities do, so his skill build and item build are just whatever. In fact he takes multiple attempts at e,w and r before he understands how they work. Leading him to die because he doesnt know being hurt knocks you off ult, and jumping off the ult on the wrong side several times. Going to point out that his one game is definitely not a good example.

Funk15 votes

Her W is just clunky to cast, it should work like a Viktor Laser or Rumble Ult (you click where you want the ability to cast and then drag the direction you want to shove them). Also taking damage while riding the wall shouldn't kick you off early (CC is understandable though) its similar to Aurelion Sol's Comet of Legend but her's is an ultimate. Also her Q on worked ground should have another effect, maybe double damage? A big slow? Feels lackluster and punishes the player. Maybe make it so she rocksurfs on worked ground? I dunno

RiotZenonTheStoic25 votes

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:

  1. 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.

  2. 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:

  1. This obviously has to be a two part input. Let’s not hurry the player along, so they have time to learn.

  2. 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:

  1. You can take your time to learn the ability because we don’t rush you

  2. The ability consists of inputs that are already familiar to most players

  3. 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.

Hellioning18 votes

This was a big wall of text, but I appreciate it! More champ designers should talk about why they do the things they do in champ design, and I love that you actually bring up data to back up your points. Too often, game designers, at both Riot and other places, just say 'people like X more', which, even if true, doesn't SOUND true. However, if you bring up data to support people liking X more, like you did, it makes your argument better. Even if you just made up all that data, I am more likely to believe it because it SOUNDS true. Also, people like to believe graphs.

So, I really don't want to do this, but I'm going to be forced to respond with that giant, well thought-out post with a single sentence:

Why is it bad that Taliyah would have a low player retention rate?

Abyssphere15 votes

{quoted}

Why is it bad that Taliyah would have a low player retention rate?

...because it would indicate that people didn't enjoy playing her?

Hellioning11 votes

It would indicate that SOME people don't enjoy playing her. I mean, Rumble and Viktor, even though they're unpopular, still have some die hard fans. Why can't Taliyah be the same way?

Abyssphere8 votes

Because there's no advantage to being that way. Pretend the numbers in this example could possibly be true:

Rumble has 10 die hard fans and 2 casual fans Viktor has 8 die hard fans and 5 casual fans Yasuo has 30 die hard fans and 50 casual fans

What is the advantage of a champion being in Viktor or Rumble's state here? They have far fewer mains than the popular champion and the casual playerbase for them is comparatively tiny too. Yes, they still have the people who love them, but you can make a champion a few people will love without making the rest of the playerbase despise them.

You are essentially asking a designer "Why did you want people to like your champion?", or if you want a more clearly bad version, "So knowing all that you did about vector casting being a bad mechanic that players hate, why did you decide not to put it on Taliyah's kit?". There's no reason at all that a designer would actively choose to give a champion an aspect that would instantly make lots of players hate it. Champions are designed to be played. A designer should not ever need to be asked why they wanted players to enjoy their champion.

RandomWalk6 votes

One thing is seems you didn't cover in this post about vector buffering and Taliyah is that, in the case of Viktor and Rumble, aiming the vector cast (quite precisely) is critical, whereas in Taliyah's case, it's not as super important. Let me explain in more detail: for Rumble ult, if you click, move a centimeter away to aim, then release, because of long linear ult, the landing point of the other end is very sensitive to small changes in the release point (when releasing a centimetre away, because geometry). Viktor has this too. Furthermore, hitting people with the tail or Viktor Q or Rumble R is incredibly important. Taliyah doesn't have this problem: there is no "end point to aim" for her W. So the "high churn" could also be because Viktor and Rumble's damage is reliant on these near-chaotic effects, so it possibly wouldn't relate to Taliyah's churn as strongly.

Pennek7 votes

Okay, I get you, and understand that the current vector-casting may actually be hindering some players by "hurrying" them. But I still don't understand why the spell "obviously has to be a two-input spell". Making the spell have two-input casting, hinders the overall flow of the spell, and only adds to the clunkiness. This may just be me being a smart-cast with indicator player, but pressing and releasing the W to get the knock-up, then having to press the W again, aim my mouse and releasing it again, just doesn't seem logical to me, and makes her W feel absurdly clunky. It literally took me a full game of wondering before I realized what to do to get people to go in the right direction after my first W-press.

This spell obviously doesn't "consist of inputs that are already familiar to most players". This is the only instance of this I've seen in the entire game, and it feels so clunky.

In theory you should be able to keep the vector-aspect, but just stop the "hurry up"-part, by keeping it as one-input spell.

My suggestion is to have the first W-press start the animation where you aimed, and then letting the player vector-cast which direction they wanted the boulder to go, and if you didn't aim and just released the button immediately the boulder would just go straight up like it currently is. This way the player wouldn't have to "hurry up and click" as you put it, but we would also lose clunkiness from the kit, and have the indicator actually show what the ability does.

So to wrap this up, here are the reasons I like this over the current casting:

  1. You can STILL take your time to learn the ability because you're not rushed.

  2. The ability ACTUALLY consists of inputs that are already familiar to most players

  3. There is STILL a graceful failure case where you get a knockup rather than nothing

  4. You don't have to press repeatedly and end up having a much smoother casting-process.

Idk, this just seems so logical to me. I just can't see why this wouldn't be the case? The only real downside I can see there could be from the current W would be from a coding POV. But surely Riot can manage that with the amount of devs you have on your team.

EDIT:

Oh and another thing I forgot to mention: I understand blocking her from casting her E after her W, but why stop her from using her Q?

I see it as if you could use her Q+Rylai's to help you land your otherwise very unreliable W+E-combo. Lategame it's literally impossible for Taliya to land W singlehandedly with the amount of ms and dashes other champions have.

DuhBeesKnees12 votes

You really need listen to the players and stop having the standard Riot attitude of "I know what you want better than you do". I haven't seen one person agree with you on how her W should work on here or Reddit. It makes her feel just gross to play at times. If you're really that hardheaded about it then you can leave being locked out of other spells while casting W but just make it vector targeting. It takes at most 3 games to get a hold of it. Please don't cater to people who don't feel like putting in the time to learn the champ, it would even make her numbers easier to balance since the W-E combo would actually be reliable now if you're good with W placement. You're only argument against W being vector cast is that it's too hard to use when two other champs in the game already have it and it's part of what distinguishes a good Vik/ Rumble from a bad one. That's good design, being able to learn to play the champ better, limiting gameplay just for bad players is a terrible idea, especially for a champ as unique and interesting as Taliyah.

RiotZenonTheStoic14 votes

Hey bee's knees! I answered the W question re: vector casts in this post:

http://boards.na.leagueoflegends.com/en/c/developer-corner/5IpizsoF-taliyah-post-release-follow-up?comment=00230000

Please note there is a huge difference between listening to feedback and defaulting to agreeing with the feedback. I am absolutely hearing what you guys are saying, and to a degree I was expecting this reaction. But because of all the reasons I lay out in the above post, I still respectfully disagree. Your assessment that average players can learn vector cast in 3 games is also contradicted by the data: as a matter of fact, almost all players decide after 3 games on a vector cast champion that they do not want to learn this and would rather play another champion instead. (Again, see the data in my post linked to above).

DuhBeesKnees9 votes

(This is just a personal belief: Viktor and Rumble not only have low play rates because of vector targeting but also they're immobile with otherwise boring kits. With this said I love Vik as a champ but outside of his E he's just that, boring and immobile. Taliyah's entire kit incredibly unique and fun so having a somewhat steep learning curve won't hurt her play rate all that much.)

Sorry if I came across as kind of an ass in my original post or even this one but I really want to enjoy Taliyah the most I can, I hope you understand this is just feedback from someone passionate about the champ. I read your reply and honestly appreciate the lengthy feedback. The main issue isn't addressed though. You're making the champion feel clunky just so that she's easier. You're argument is also contradicting itself in a way. You want more people to learn and enjoy playing her over a long period of time rather than just picking her up every once in awhile but you're limiting what those people who put in the time to learn her can do by making her W so weird to use. A majority of players also have probably played either Viktor or Rumble before (Vi or Varus too with similar "charge" type mechanics where you hold the button down and it does't cast till you let go) even if it was just a game on free week so they understand how the mechanic works. If it's a foreign concept to them they're probably not even lvl30 yet. Having to hold a button isn't as strange and new to people as you're trying to make it out to be.

I also think comparing Viktor and Rumble ult make total sense, they're both straight narrow lines that have to be positioned precisely to cover an exact large area or position. It's a hard but very rewarding mechanic. Taliyah's W is much more simple and not really comparable. It's just a small circle that once clicked you're not changing anything about the actual area the spell is affecting, only where that spell will send enemies. It's hard to put into words but with the "line" spells you have to aim it very very accurately and precise during the entire button press whereas the stationary "circle" spell or taliyah might as well be putting down a cait trap but then choosing which way that trap would send people before you let go of the button if that makes sense. I haven't seen this argument anywhere so I really want to know your thoughts on this part specifically. It's like comparing a Lee Sin Q to a Vel'Koz E since they're both single click skillshots that are used to harm or combo enemies and simply go were you click them. Maybe I'm getting a little crazy here though.

This might not be possible, and as you obviously know more about the engine and her coding than me I'll just have to take your word for it on whether it is or not, but I think a good compromise could be making her W vector casting with smartcast and the double click otherwise. This is personally how I've always felt champions with abilities like this should play. Smartcast is a quicker but riskier cast where normalcast is more forgiving and understandable but slower.

Insane Pyromanic4 votes

your data cant be used to invalidate vector casting because vector casting isn't the only aspect of those champions that exists.

Viktor's w and rumble's passive and flamespitter for example contribute to a large amount of difficulty. Lowered play rate over time also could be a silly as someone realizing they hate yordles, or deciding they just like playing Xerath instead for example. Also, Rumble's ult is hard to use because of game knowledge, knowing where and when to place equalizer down is extremely difficult. On a personal note, most of my friends that play the game don't have problems with these abilities, they dislike other aspects of the champions rather than how the abilities cast mechanic works.

I personally think that Taliyah W should be vector cast, or at least work like a vector ability in smartcast for this reason: A champion's control method should feel smooth like the champion is an extension of your fingers. Taliyah's current w does not do this. When I play her I feel like im fighting myself rather than the enemy.

Magic Serwyn11 votes

Hi ! I have some concern about Taliyah. I really love her.

First, please, as so much people said, change W to a vector spell. It would feel so much better to use. Really. Pleaaaaaaaaase. Even if you keep the spell lock. Please. Second, You say she's supposed to be a disruptor, but in fact she's not really. Her efficiency in teamfight is so-so at the best, cause she has no way to damage the backlane, poor AOE damages and only a little, mostly single-target, cc. You try to avoid teamfight with Taliyah and only skrimish. Third, About her passif. It's really cool ! She's surfing on rock, fuck yeah. But it is kinda annoying to always micromanage your moves to keep the buff. Would you consider giving it more range ? That wouldn't make it really better, but feel better.

Finally, i have a question for you. You gave Taliyah a lot of counterplay and little things to help her opponents. Like, the time to dodge more Q's bullets, blocking cast when casting W so that "your opponent know you will cast W when you cast your E". But in fact, she's already really easy to play against. Her spells are easy to dodge, she does not have a long time CC, she has low range, worked ground, no point spell, only little instant damage. Don't you think it's a little bit unfair for a Taliyah's player to have to go through all these difficulties to do damages when an opponent like Anivia, Fizz, Zed, Annie and a lot more will always make you a large percent of their damages without possibility to avoid it ?

RiotZenonTheStoic11 votes

I went into the vector cast issue here: http://boards.na.leagueoflegends.com/en/c/developer-corner/5IpizsoF-taliyah-post-release-follow-up?comment=00230000

Could you read this and report back to me if my reasoning makes sense to you?

More range on the passive is absolutely an option! We played with a version of pathfinding for Taliyah that preferred walls, but it turned out this was very hard to do for very little actual gain.

I think it's absolutely fair that it's too easy to play against Taliyah right now. I would be very worried if this wasn't the case. Her counterplay is universal: dodge these missiles, stay out of this zone, dodge this circle. Her play is unique. Taliyahs are at a huge disadvantage right now, but as you learn the champion I'm positively convinced that you'll find even this version right here is way too powerful. Check back in a year and I can look like a prophet ;)

Caspermoose7 votes

Personally, I think that a good way to change her passive could be to make it like Garen's, only with movespeed instead, and remove the wall factor.

Make it maybe give less movespeed along the way, but make so that taking minion damage won't disable it, and if using Garen's as an example make it so that at level 11 only champion and epic monster damage can knock her off, and at 16 it gets a significant buff, as well as scaling slightly per level, but possibly have it give less overall speed to compensate for the increased availability of it...

Just an idea that I think could work well, but hey, maybe not. Also, I agree with everyone else on having her W be a vector cast rather than how it currently is, at least just for smartcasting. I feel that if a player is using smartcasting, then they have made the decision that they want to cast spells faster rather than go through as many inputs, whereas with Taliyah's W this is counteracted.

DarkRitual11 votes

I recall attacking wards didn't count as being in combat for Cinderhulk, but why does hitting a ward disable her passive? This feels very inconsistant.

Fondling Gems10 votes

Her passive feels kinda tacky. Due to her ult it makes roaming without it feel lackluster, but her ult range means that free movespeed doesn't do much for her. Sure it adds up if I am running to bot lane, but I am not running bot lane, I am only walking 1/2 way then ulting.

On top of that it takes so long to start after combat it is generally useless for escaping or chasing after teamfights.

I love the idea, but it is a pretty small movespeed buff that is only useful if you haven't done anything but walk for 5 seconds AND your ult is down.

I would like to see any of the following l:

A) only champ dmg interrupts it

B) she can still cast spells/deal dmg w/o interrupting it

C) kicks in sooner (maybe scales w/ level)

D) she can take and deal dmg to minions/non-epic monsters w/o interrupting it

RiotZenonTheStoic25 votes

[{quoted}](name=Fondling Gems,realm=NA,application-id=A7LBtoKc,discussion-id=5IpizsoF,comment-id=0006,timestamp=2016-05-24T21:24:23.142+0000)

Her passive feels kinda tacky. Due to her ult it makes roaming without it feel lackluster, but her ult range means that free movespeed doesn't do much for her. Sure it adds up if I am running to bot lane, but I am not running bot lane, I am only walking 1/2 way then ulting.

On top of that it takes so long to start after combat it is generally useless for escaping or chasing after teamfights.

So I'm going to contradict your first point: it is precisely because both this passive and her ult are on the same kit that they work. Having the passive on the kit means she actually has a realistic chance to get within R range in time; I couldn't possibly give the R more range at rank 1, and the passive is what makes this work.

The passive also strongly signals "roam", and the only way I could give it enough MS to be an effective roaming tool is by sharply gating it in combat. There is no way I could give a disruptor (think zone control mage) even a quarter of this MS in combat). Whenever she's even trying to do a dangerous thing (even fishing for a Q hit), she has to be dropped out of it for a meaningful time (I stole 5s from mobi boots; felt like the appropriate amount).

Look at it this way: I could do the things you suggest, but maybe she'd only get a fifth of the MS then. You'd barely feel it. Constraints buy power.

bloodmoth1 votes

The way i see it, the passive is to provide stronger roaming and lower the power of her ults travel power in comparison.

Basially, without her passive, players would be tempted to blow her ult not for the wall but instead for map mobility, to travel between to points faster (like getting back to lane), which kind of reduced its impact, with her passive however, there is less inscentive to blow our ult for a minor benefit.

SpecterVonBaren5 votes

I think the issue is that her kit is fighting itself. Her ult and passive say roamer but the rest of her abilities are more geared towards zone control and are somewhat unreliable, which makes using her for roaming risky.

Look at Bard in comparison, everything can be used for roaming, his passive encourages roaming, his W encourages leaving it for your ADC while you roam or leaving it for your mid laner after a roam, his E allows him to come in from unexpected places, and his ult has great range to change a fight.

Or look at TF, his passive allows him to accumulate more gold than other champs so he can afford to leave lane more often, his Q allows him to clear waves fast so he can roam, his W has a reliable point and click hard CC, his E...... exists..... and his ult is one of the best abilities in the game with huge map wide movement.

Magic Serwyn9 votes

"Constraints buy power" She is perhaps the most restricted champion in LoL. Watch her kite : Half of it is constraints, the other half is opportunities for ennemies. Where is all the power she's supposed to have bought ? Some gank potential ? That's not the price for beeing bas at everything else and having so much constraints.

SvenB10 votes

I really love Taliyah, but I find it really hard to see the worked ground with her default skin. Its way clearer for me with her blue ice skin. Are there any plans to change the appearance of worked ground?

RiotZenonTheStoic10 votes

That's great feedback! I'll forward it to our particle artist (who will probably tear his hair out; he spent WEEKS finding the right balance between "I can see this thing" and "this thing doesn't make our map look super ugly"). Does the highlight when you step into the circle help you at all?

kDrakari14 votes

My opinion is that highlighting the circle you are on top of isn't useful at all, and I would prefer to have ALL nearby circles be visible so that it's possible to find empty areas without walking around aimlessly until there's nothing visible.

To put it another way, highlighting the ground you're on top of doesn't indicate anything; leaving that area doesn't guarantee that you're no longer on worked ground. The fact that something is highlighted does show that a single projectile will be fired, but there is already an indicator on her Q's icon and it would be useful to know beforehand that you're ABOUT to step onto worked ground, as well as actually knowing beforehand if you're about to step off. In other words, I'd rather have all worked ground at the visibility level of current highlighted ground.

KaisasThighSweat10 votes

I have to agree with this. Only the circle you're on being highlighted is not particularly useful. It's most important to see worked ground when you're trying to either move onto it or out of it. In both of those cases the sphere you're currently in is not helpful. Maybe Taliyah could have a radius that moves with her that highlights the portion of nearby spheres that it covers. Something like this. (forgive my ms paint skills)

MrBuffington9 votes

Are there any plans to add an indicator/timer of when ground will be un-worked?

Seppe8 votes

I think that when you use your Q on the "Worked Ground" it shouldn't reset the timer.

Kiitzu8 votes

Wait, it resets the timer?!

Athina3 votes

This doesn't happen. I knew it didn't, but checked anyway. It lasts exactly how long it says it will regardless of how many Q's you throw within it.

Qiyana is SO HOT7 votes

Why is her E range so close compared to her W range? Alot of her damage/power come from her ability to E>W combo people but her E is almost melee range which is where she doesnt want to be. Trying to get a E down vs any assassin is a really really high risk atm. If they jump on you before you drop it your probably dead. If her Q wasnt gated by worked ground then id understand perfectly but because Q isnt really a spammable ability you do have to rely on your E>W combo for burst. Any chance we can see her E range just moved out a tiny bit more so she isnt so hard countered by assassins?

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