Taliyah changes for 6.14

RiotZenonTheStoic·7/2/2016, 7:11:53 PM·86 votes·111,320 views

Hello friends of the rocky weave!

Taliyah has been out for three patches now and we've had ample time to look at what worked and what didn't. Having looked at a stupid amount of games myself, I've come to the conclusion that I was wrong about the W. *Here's the TL;DR: we're switching the W to a vector cast, removing the spell lockout before eruption, and nerfing the E to go along with those changes. **

(* vector casting is the casting paradigm that Viktor's Death Laser and Rumble's Equalizer use)

If you're still with me, let's talk about why we're making these changes, what I learned from the W, and what this means for the future of Taliyah.

First of all, why are we making these changes? It comes down to one very simple thing: using the spell with the constraints I put on it in the interest of game health proved too frustrating for too many people. I made a bet that most players would be able to accept these constraints (particularly the lock-out delay), and I was wrong. So we're changing it!

Let's talk for a second about what the lock-out delay was, why it was in there to begin with, and then loop around to double-cast vs vector cast.

Right now on Taliyah as of patch 6.13, after you cast W you cannot cast further spells until after the W delay is over; this is what I mean by lock-out. The thinking was that the W-E combo would have been too strong if we allowed you to get it off whenever you hit the W. The difference here is that on live in order to toss people into your minefield, you have to cast the minefield first, committing more resources and putting the enemy on notice. There's no question this is healthier for the game as a whole as it provides the enemy with more of a chance to dodge, and it also allowed me to make the impact of landing a E-W combo much higher. (The math here is simple: the more infrequently an effect occurs, the stronger the effect gets to be, up to a limit).

Feeling locked out of spells that should be available to you (because they're not on cooldown and you have the mana for them) just feels awful. Players have told us loud and clear, so after much discussion with other designers I made the call to remove this lock-out and look for ways to nerf the W-E combo. Before I talk about those nerfs, let's touch on vector cast real quick.

Other than being fairer to the enemy, the W lock-out allowed me to design a version of vector cast that didn't put as much pressure on the player to chain their inputs together as quickly as possible. By saying "don't worry when in the delay you decide which direction you want to throw people to, you've got time" I wanted to give players something more learnable. It's hard to track this, but anecdotally the W seemed very easy to pick up and use. It's only when you start trying to optimize around it by chaining other spells into it that you run into the frustration of the lock-out. This new cast type of "press the button twice, but the delay starts after your first button press" was useful only in a world where there was no external time pressure on the player to execute quickly. Now that we're dropping the delay, it becomes the optimal play to input W as quickly as possible so that you can chain E and Q into it (you can cancel the E's animation with your Q). This means the double cast type becomes a hindrance, not a boon, to the player, so we're removing it in favour of vector casting.

In this new world, a Taliyah who can hit her W can spike an enemy HARD. She can chain the E into it, getting the initial cast damage plus the combo damage out of it, and she can instantly start pelting the enemy with her Q. That's a LOT of burst damage for a character who shouldn't be mostly about burst damage (as a disruptor Taliyah should deny the enemy certain zones and bring a constant stream of damage). This means we had to nerf something.

What we landed on for now is nerfing the maximum damage you can get out of a perfectly played WE combo. The way we're doing this is by introducing falloff damage to the E. Your first hit of the E will do the same damage as currently on live (so if you're just casting it on the backline of the minions to push the wave, nothing's different), but every further hit will do 10% less damage. So if you hit a unit with the initial cast of the E, then drag them through the maximum of 4 mines, each mine will do successively less and less damage. This works out to about a 150 damage nerf in the best case, but do keep in mind the best case situation of the rank 5 E has 720 base damage.

We're hoping to ship these changes with 6.14.

370 Comments

Deep Terror Nami7/2/2016, 7:14:14 PM124 votes

I've come to the conclusion that I was wrong

http://www.reactiongifs.com/r/2013/10/tim-and-eric-mind-blown.gif

I don't even play her but I love it. It felt so sluggish the way it was/is. Thank you :D

Vistha Kai7/2/2016, 7:53:12 PM56 votes

I've come to the conclusion that I was wrong about the W.

A Rioter admits he was wrong.

http://i.imgur.com/ypHwh7D.png?noredirect

Hellioning7/2/2016, 7:17:29 PM26 votes

Finally.

Thank you for being able to change your mind.

Mac24927/3/2016, 8:58:17 AM26 votes

Preface: This post is echoed from my reddit comment. It's long because I love this champion. Taliyah's winrate after 30 games is 58% (Source). She is already tenuously balanced and this change will make her completely imbalanced. This change does not simply make Taliyah's combo easier. It completely changes her playstyle and in many cases will increase her damage output. Any dedicated Taliyah player will quickly realize this whereas people who've only used her a handful of times think this is just a "QoL" change. This change will set Taliyah up for failure, and here's why.

This is going to be an unpopular opinion because Taliyah is an unpopular champion, but I believe most dedicated Taliyah players will be on the same page here. This change completely changes the way Taliyah plays. Right now she requires careful positioning to poke with Q. You drop an E to zone and/or setup for a kill combo. If they don't run, you W them into the boulders and make them regret it. After this change, Taliyah will just stand somewhere without Worked Ground and focus on landing a single Seismic Shove to get the rest of her kit for free. Most of the intricate strategy involved in using Taliyah has gone out the window. Her kit currently does insane damage. What happens when this insane damage is easily accessible? This innocent change is going to needlessly turn Taliyah into a nightmare because the fact that she has to place an obvious wall of boulders before exploding you is, while inconvenient, really the only thing keeping her damage remotely balanced.

This small change actually turns her skill rotation into a trivial one that requires minimal effort for the sake of making her less "clunky" in the hands of players who immediately gave up on her. The damage falloff on E isn't nearly enough to compensate for Taliyah's insane burst. To put this into perspective, Taliyah's current rotation will do about 1280 + 320% AP damage at max level. Diana's rotation has about 1100 + 270% AP power. This is factoring in two uses of her ult (meaning she landed Q first) and her passive. Lux's entire kit will do about 1308 + 245% AP assuming two passive procs (1 AA + ult). Now imagine getting hit with a single Nami bubble and taking damage equivalent to the entirely of Diana/Lux's kit with little to no counterplay. The previous E > W restriction should make more sense now.

While the boulders make her combo "clunky", they also serve as vital information required to dodge the skill in the first place. Reducing the knockthrough boulder damage by about 15% total isn't nearly enough to compensate for this change. It would be akin to removing the opponent's ability to see what cards TF is picking (granted, this change has a positive effect unlike that example). The damage is still too high when you consider how much easier the combo is to land now, and it will absolutely be nerfed further. It's even more ridiculous when you consider how this actually INCREASES Taliyah's burst in many cases. Right now Taliyah must place E pre-emptively. This will not always hit. With W > E in the cases where you aren't quite in range to land E but can reach with W, you will actually be doing more damage after this change because the first hit is now guaranteed to land.

With this said, I'm not against removing the lockout from W. Instead, I believe that E > W combo should retain its current damage while the W > E combo will do a flat percentage less, around 50% damage reduction on any boulders they are batted through. This will decrease the total potential damage by about a third (or 40% if you don't count the explosion damage at the end). This can be coded as a status effect that reduces knockthrough boulder damage by half when W is used without E placed. Though this makes Taliyah more complicated, it allows a meaningful distinction between the two attack patterns. You can either blindside them with less damage or you can place an obvious zone for more potential damage (which is what Taliyah was designed to do in the first place). Without distinguishing the two cases it's going to be incredibly difficult to find a fair amount of damage for Taliyah's E. It's also needlessly harming Taliyah's ability to zone dashes with E, even if that is unrelated to the Seimic Shove combo.

I'm really, really worried for Taliyah if this change makes it through. Support for this change comes from people who do not play Taliyah or realize her current potential. I'm not against making her kit fluid, but this change simply pushes her over the edge and the only way to balance it out is going to be nerf after nerf after nerf once people catch on. Please, please, please separate W > E from E > W and E. The easy burst combo should be meaningfully weaker while the old choreographed combo should remain the same. Don't blindly support the suggested change just because you tried Taliyah once and found her unwieldy. She is already usable. Making her more usable for more people is wonderful, but this change will be so bad for the game. You are going to step into a Taliyah mid lane, immediately die, then start crying for nerfs. I've already beaten the point to death, but please don't allow this champion to be broken just because you gave up on her.

tl;dr Please do not let this change go through unchecked. This completely changes Taliyah into a simplistic burst-mage and actually increases her total burst in many cases. Taliyah will become more popular and inevitably get nerfed because her damage is already bonkers. A 10% reduction per boulder isn't nearly enough to compensate for how much easier W > E is to land compared to E > W, and in some cases her damage is actually increased by the change. With E > W you would often throw down E even when it wasn't in range, making you miss out on 1 of 6 damage instances. With W > E you will always get the first hit, thus increasing your damage in cases where E would have otherwise missed. This change will break Taliyah because the huge wall of rocks that typically warns Taliyah's opponent will no longer be there. A more sensible solution is to allow W > E but make W reduce the boulder passthrough damage if you use it before E. With this, E > W (or just E) will retain the same damage while W > E will provide an easier but weaker alternative. This allows Taliyah to retain her heavy zoning playstyle rather than forcing her into becoming the burst mage that everyone who tossed her aside expects her to be.

Gummî Bear7/2/2016, 11:20:22 PM21 votes

Sad, I like the way her W is working right now. :'(

While now there is more action reaction, if this change goes through, her playstyle is going to be more binary(like lux). There is always this one best combo. W E Q. Boring if you ask me.

Don't you think people just need time to get used to her current w?

Aych Pii7/2/2016, 9:31:33 PM21 votes

I despise vector casting and the idea of these changes. I feel like the spell lockout allowed for a lot of good interactions in the kit. The power of E as a clutch counter to mobility spells will be much lower with the damage nerfed, making the high points of her outplay gameplay feel dull, and I can just imagine having to fish for W>E much more often from now on to match my previous damage output, leaving myself very vulnerable between the two cast times.

I at least wish we could have gone with the current casting paradigm with the lockout removed after the second hit, it would have felt much better, even if a several other things I loved about her kit are still dying in the process. Although I was initially disappointed I really learned to like being unable to immediately cast E after W, because I didn't feel pressured into one line of action should I land a hit with my W.

Hanzai Jikanda7/2/2016, 8:06:46 PM14 votes

I've got a question, instead of nerfing her how about treating her E-W Combo in a special way such that the damage is lowered if the "dash" was caused by her W? this way you wouldn't have to complicate things.

R3D Bandit7/3/2016, 2:34:40 AM13 votes

Vector casting is 100% awful and all you did was listen to the people who don't play her. Her W was easy to play with and people just have to learn how to play better. Sorry she was not easy to play; it is obvious she was not made for everyone.

Eclipse13377/2/2016, 8:29:05 PM11 votes

I personally don't believe in nerfing a champion to make them easier. I found it felt rewarding to find a good spot for the E then chunk them using the W throw. It feels like a part that should be mastered rather than mastered for you. This is also how I felt about the MYMU Syndra changes making her ult easier to effectively use, but those changes made her feel feel fresh, so I may be wrong.

As for the vector cast I have quite a bit of trouble casting Viktor's laser and Rumble's ult, but that's likely because i'm not used to them and never really cared to get used to them. I'm not exactly looking forward to learning Taliyah's W again since the current version clicked with me so well.

Unbekunt7/6/2016, 7:59:19 PM10 votes

So let me get this straight.

  1. Taliyah release
  2. Ppl learn her
  3. Those Ppl actually start gettin better.
  4. Some other Ppl see the high winrates of experienced taliyah Players.
  5. Those Ppl want to jump on the Hype Train
  6. They suck in First Games
  7. They complain about W cast.
  8. Riot changes it.
  9. Taliyah Mains be like wtf? [zombie-brand-mindblown]
Corporate Golfer7/3/2016, 5:28:26 AM8 votes

I don't understand the logic behind this change. Even the argument given here is contradictory. You want to change it so that more people can be used to it, but at the expense of the ability of the Taliyah to land it without having to have the quickest reaction time and without the enemy to have any notice or ability to dodge against a fast Taliyah. For people that have been playing the champion since release, it feels good to get the combo off and they're used to it. You're just hurting the people who have actually committed to the champion in an attempt to make her more accessible to those who have already written her off. Please don't make this change for the sake of Taliyah players.

You also force the player to use W-E making her whole combo much more difficult to actually land. The W may be easier, but with the delay on mines on the E and the nature of vector cast abilities, this is going to set back Taliyah mains to learning how to use 2 of the 3 combat abilities she has all over again. Don't alienate players judt because you released a champion that didn't jump to the ban list first week.

Vecuu7/3/2016, 9:34:49 PM8 votes

I've put a ton of time in on Taliyah, and she's quickly taken a place in my heart. Changes are scary, and I'm just one voice, but here's what I have to think about the changes.

The W was clunky. REALLY clunky. In a unique way. Fluidity in champion kits is good game design, but so is champion identity. I'm not certain allowing vector cast on her W will allow her to keep that same identity. Even if you nerf her damage fairly substantially, I'm fairly confident that you'll take her away from a high sustained damage disruption mage and into a long range, chain-casting assassin.

Taliyah's burst from a EWQ combo was really good already, and the combo wasn't that hard to land, but the visual cue of throwing out an E first usually led to most opponents just walking away from the burst. That's counter play.

If you set the vector cast on her W and allow W->E combo rather than forcing a E->W combo, you not only limit an opponent's ability to react, but drastically increase her threat range.

Think about Cho for a second. A Cho who gets ahead in lane can Rupture from 3/4ths of a screen away and then just walk up to an opponent and Scream->Nom them while they're slowed. Now imagine that same situation on a champion with nothing but ranged abilities and a kit that synergizes incredibly with Rylais.

I guarantee, even if you nerf the combos damage, you will also have to nerf her Ws range. If you even cut the damage as strongly as 30% (which I'm sure you know is an obscene number that won't come to pass), you'll create a very frustrating play pattern of land max range W directly back into you so that your E->Q combo fully hits, which, when combod with Rylais, allow for very VERY easy kills with little to no ally assistance due primarily to Rylais's slow.

Calling it now, this change, even coupled with damage nerfs, will either lead to either a W range nerf or significant mana/cooldown nerfs for W and E.

For the time being, the combo is hard to land, but rewards a player with more than just a visceral damage combo, since a proper combo takes a fair amount of positioning and patience to pull off.

I can't count the number of times I've been chilling in a random brush with a pink ward only to WEQ someone from full. I'm going to miss that.

SaltyKracka7/2/2016, 7:20:22 PM7 votes

You're probably going to have to end up nerfing her more anyways.

She was already looking just a little teensy way too goddamn strong after people got used to playing her (seriously, she's got a 63-64% winrate for the more experienced players mid lane, and her early-mid game is alllll the way out of line), and now you're giving her a full burst combo to optimize as well.

OoohCreamy7/6/2016, 8:46:19 AM6 votes

Firstly, I have many games on taliyah, enough that I'm confident in voicing my opinion on this change as one of the more "experienced" taliyah players I suppose.

Her W cast is fine as it is. Yes it locks you out and makes you have to throw out your E first but honestly I don't see what's so wrong about that. It gives your opponent time to counter play if they see the e they're able to recognize maybe the w is coming and prepare to dodge. It also forces the player using taliyah (speaking from experience here" to time when they want to use the E-W combo, for example against champions with dashes, force the dash or bait it then lay down the combo making sure they're not able to dodge AS EASILY. If this change is the way I think it is it's basically looking like this,

make the taliyah combo easier to hit for inexperienced players but nerf damage

While on the other hand

The players who put time and effort into learning the unique play style of taliyah are getting "punished". We lose damage but the combo is "easier" to hit.

It just seems a bit backwards in my eyes. Reward players who do not take time to learn a champ and punish the ones who put the effort in to do so.

When I started I was not used to the second cast part of her W when choosing the direction however after a few games I got the hang of it and was then slowly able to implement it into her combos.

If nerfs are coming her way there's two things I can think off, LOWERING the initial cast damage of the E or the slow amount on it or making each exploding mine deal subsequently less damage if that makes sense. (Sometimes I picture things in my head but can't find the right words for them)

I think the combos should remain "hard" to hit so it forces people to play her more and learn her than just pleasing the people who don't want to put the effort in.

Demon King Maou7/2/2016, 7:39:46 PM5 votes

Nerfing the champion with less then 36% winrates? damn dood good thing I never forged a contract with Taliyah ;^) bullet dodged

Evewynn7/2/2016, 7:51:20 PM3 votes

Thank you very much for listening regarding these changes. Sometimes how a champion feels when playing is worth getting a numbers hit. Although I was personally fine with how she is now, I know a lot of people are happy.

I had one question regarding Taliyah and how she feels, especially since she is likely to receive some nerfs with this change. Her q on worked ground feels pretty bad to use as well. I know it is suppose to be weaker in all cases, which is fine, but using it make me feel like I'm just locking out my ability to use a good q early game. Have you considered a partial cooldown refund for her worked q? I might be alone on this one, but it's just a thought to entertain.

EchoezOfRain7/2/2016, 8:05:38 PM1 votes

The one thing I'd request, is to increase her Q cooldown, but if Taliyah uses Q on Worked Ground the CD is shortened