Taliyah, the Frankenstein monster kit and the missed opportunity

SpecterVonBaren·5/25/2016, 5:19:17 PM·1 votes·640 views

So a lot of people are talking about LoL's most recent released champ, Taliyah, so much so that even her creator has opened a discussion here on the boards.

I was looking and replying to a lot of the discussion about Taliyah when I saw a small little comment from someone, "Using ground as a resource for a spell is really cool", and I realized just how much of a mess and missed opportunity Taliyah is.

Currently her worked ground is an annoying mechanic that makes you feel weaker for doing what you're supposed to do. It also feels almost tacked on with only her Q actually having anything to do with it. Further, there are three directions her kit tells you to take her, her passive and ultimate tells you to use her as a roamer that ganks side lanes while her W and E tell you to use her as a zone control mage, and here's the big one, her Q with its Worked Ground passive tells you to use her as a kiting mage.

Her kit is a mess that doesn't know what kind of identity it wants her to have, and the worst part is, what should have been the main focus of her kit is the least represented in it and the most disliked by the players.

Here's what she SHOULD have been, or at least a rough idea of what she should have been. 1.She should have been made to be a kiting mage 2.She should have been manaless 3.Worked Ground should have been her passive and it should have worked with all her abilities.

Here's what I envision. All of her abilities should have been low cooldown abilities with moderate damage, no burst.

Her passive, which would now be Worked Ground, would instead last 20 seconds, BUT it should also stack up three times. How it would work is that using one of her abilities on an area with 1 stack of Worked Ground would cause a slight reduction in its damage and effects and with each stack the abilities would do less damage and have less area or range or cc. More stacks on Worked Ground would also increase how long it takes for it to recover so maybe something like 20 seconds for 1 stack, and then adding another stack adds 30 seconds to how long it takes and then adding another stack to that would add 40 seconds and then cap out.

Her passive would also have the current movespeed boost but it would get stronger the more stacks of Worked Ground there are, this makes it so you can quickly move over worked ground to get to new ground to gain the full strength of your abilities.

One of the things I love to do as Vel'Koz is to end up in a situation where me and/or my team are running away from the enemy team down a lane because it's where he excels because I just keep pulling back while taking pot shots at them and whittling them down and CCing them away until I can suddenly turn the tables on them because they've worn themselves down chasing me.

So with my idea Taliyah could just use Q for poking while managing her worked ground to never have it in a horribly weak state, or if she wants to go in on an opponent she could use her full combo in one spot and then use the movespeed boost to get to new ground and use her combo again and on it goes, constantly moving to keep up her damage and CC. This would also make her good in a retreat because she's gaining more and more new ground for her to get her full power as she slowly grinds her enemies down. I am now VERY angry about Taliyah with this realization of just how unique and cool she could have been. Right now her kit is a mess that doesn't know what it wants to do, it feels like several interesting ideas were forced into one kit that doesn't function well due to how they conflict with each other.

Anyway, agree? Disagree? Tell me in the comments.

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