The Great Big Taric Rework Round-Up Part #1

CaptainWednesday·9/17/2014, 4:09:47 PM·23 votes·10,355 views

The Great Big Taric Rework Round-Up Part 1 of 4

http://37.media.tumblr.com/tumblr_m038ff4C7m1qe5ugfo2_500.gif (Steve Carell from the "Carell Corral" on the Colbert Report)

Originally, I was going to wrap this post into one big post, but it felt nicer having specific parts of discussion for the Great Big Taric Rework Round-Up. To be clear, let's state the order of business. First on the agenda is Taric's history as a champion, his past reworks, and his current state. Then we'll move into a potential rework for the flamboyant paladin. Speaking of flamboyancy, we'll discuss Taric's theme and place within the League. To wrap it all up, we'll discuss some loose ends and what-nots. That leaves us with four parts of one great big rework round-up. Every part will end in a TL;DR, but do not try to comment if you have only read the TL;DR. With that out of the way, here we go!

Today will we discuss Part #1, Taric's Past and Present. Taric has undergone quite a few changes over his span within the League of Legends. We will talk about his inital kit and it's flaws, the evolution of the kit, and the live one we have today.

--Taric's Past & Present--

Taric's Past: Upon release, the Gem Knight did a number of things differently than he does today. Most notably, his ultimate was vastly different. Rather than provide flat AD & AP to all nearby champions after the initial hammer, it did a number of over things. The old tooltip read, "Taric emits a brilliant light, healing himself each second by 30/40/50 (+0.2 per ability power) and increasing his attack damage by 30/60/90. Additionally, it grants half the attack damage bonus to nearby allied champions and 5/10/15 attack damage bonus to minions. The cost to sustain Radiance increases each second". His ultimate was a sustained heal and empowering aura, similar to Maokai's ultimate. The ultimate seems powerful on paper and could easily turn a fight. This was then changed into the modern ability of a small, flat damage explosion and aura tha lasts 10 seconds. His passive was also slightly different. Before the new Gemcraft passive, Taric's basic attacks refunded a percentage of his mana. It was then shifted to deal damage equal to 2% of Taric's maximum mana upon basic attacks and double damage against champions. With items such as Manamuna, Frozen Heart, and Iceborn Gauntlet, Taric ended up feeling like less of a support and more of a "Blue Build" wannabe. Now, we have his passive deal 20% of his Armor upon basic attack following a spell cast. Taric has always kept his heal, armor buff/debuff, and stun even though they have had slight changes.

Taric's Live Passive, Gemcraft: As of right now, Taric's passive is extremely awkward for a number of reasons. Assuming you have no CDR at LVL 18, after cycling your E->W->Q the cooldown of your abilities remain on cooldown, just slightly reduced. Even with CDR, your abilities come up at different times and ultimately throw your combos off or encourage you to spam. Spamming abilities with Taric's is not a good idea either. This same issue happened with pre-rework Skarner. the cooldown reduction was nice, but they still came up at different times. Plus, you burn through your abilities too quickly and lose too much mana. A full combo of all of Taric's abilties abilities drains around 25% of your maximum mana at LVL 18. The core issue with that is his ungodly Imbue (the heal) cost. Sitting at 140 mana per cast at the final skill point, your heal sucks your mana extremely quickly, meaning you should only use it in dire situations. On the contrary, your passive enables you to use it more. You either drain your mana by constantly healing low targets (and yourself) or waste the cooldown refund system of your passive. It leaves Taric players in an awkward, unhappy situation. As for the damage aspect, since it scales with Armor, the ability deals very low damage early on. Typically, you will lose any and all trades early on with your already weak (damage-wise) abilities. Later, the ability can deal quite a bit of unexpected damage, especially with a Spellblade proc. However, because you must use abilities to activate it, we encounter the mana drain problem again. With high sustain and mobile champions, Taric will either lose his target, lose the fight/trade, become kited, or run out of mana leading to any of the prior outcomes. This leads to difficult, frustrating play for a Taric player. Not to be a stickler, but the name makes no sense for what the passive actual does. "I'm going to use an ability, then bop you with my hammer for added damage." = Gemcraft? It does not make a lot of sense. His passive is weak, ill-suited, and leads to situation that make Taric players feel as though they either must make full use of their passive (leads to mana drain) or not at all (wasted passive).

Taric's Live Q, Imbue, the Heal: As mentioned before his heal is also a bit of an issue. It has a massive mana cost that leaves much to be desired. The self heal can result in a huge gain, but the ally heal is frankly not worth the huge cost it has later in the game. It is far too costly when used on a separate target and does not mix well with Taric's passive.

Taric's Live W, Shatter, the Armor Buff/Debuff: Taric's Shatter has always felt like his trademark ability, such as Garen's "Spin-to-Win" (Judgment) or Kassadin's Riftwalk. The Armor buff aura and debuff active sounds great on paper, but proves frustrating in game. Unless you have the 625-range circle memorized, it can be difficult to know if you have the Armor buff or not when playing alongside Taric. Even with that, the problem of "unnoticed power" comes into play. Comparable to Sona's old issues, you are unaware of the aura's effect and it's range. Playing against Taric can also be frustrating because it is unclear to the enemy on how far the Shatter explosion radius actually is. Modernization is key to making sure players are aware of what Taric's auras can do and where the end/start. The rest of the ability is otherwise solid. A PBAoE magic damage armor shred is very nice and welcomed in any part of the game.

Taric's Live E, Dazzle, the Targeted Stun: The Dazzle is something of an issue. While a point-and-click stun is nice and all, it leads to very little counterplay. If Taric wants you stunned, it's happening unless you have a spell shield. It's annoying to deal with playing against Taric. Early on, the ability can be annoying for even Taric players to use. If an early Mercury Treads is bought by an enemy, you may not be able to capitalize on the stun in time. This is happens because of a couple reasons. For one, the range on the lock-on stun is quite high. Taric can nab a target from a long distance without really doing much work. If this is the case, the target can typically still get away because of the low duration and Tenacity passives available. In addition, the dazzling sphere gem thingy has a low projectile speed. Enemies can typically see the magic gem of doom coming and run a distance away before the spell hits them, further increasing the distance Taric must sashay to his target. To sum that all up, the spell has a huge range and low projectile speed, making the spell difficult to follow-up with.

Taric's Live Ultimate, Radiance, the Hammer-Time Aura: Taric's ultimate Radiance, has always felt highly underwhelming. Alone, the hammer smash deals very low damage and the empowerment gives Taric very little. His low AP ratios and weak basic attacks give his ultimate aura little to work with. Even with allies, the bonus is "meh" at best and Taric has to remain close by for it to take effect. I almost prefer his old ultimate to today's version.

TL;DR Taric's old kit brought far too much power for it's time, but his current kit has fallen between the cracks of today's supports. Other supports can do Taric's job better. Taric's kit is weak in any role and gives little counterplay for enemies and little cooperation with allies. It is a very mismatched group of abilities by today's standards and leaves Taric players with a sense of awkwardness and disappointment.

If you read it all the way, great job! Part #2 (Potential Kit and Abilities) will make it's appearance sometime (EDIT: "SOON" tm; I still need time to practically design the kit multiple times over. Please forgive and thanks for your patience). When it does, I'll hyperlink it from here to make it easier to find. Thanks for coming by!

http://img1.wikia.nocookie.net/__cb20110812103713/leagueoflegends/images/f/f2/Taric_ArmorOfTheFifthAgeSkin_Ch.jpg

"Gems? Gems are truly outrageous. They are truly, truly, truly outrageous." - Taric, the Gem Knight

45 Comments

SerBlaise9/17/2014, 4:16:39 PM12 votes

Agreed. He also needs a visual update (those pizza feet!).

redniwediS9/17/2014, 4:54:32 PM4 votes

Well said. I particularly agree with your point on other supports doing Taric's job better. Personally I think this should stay the case and have Taric make a full transition from a support to a fighter. The only fighters with support like elements that are ever seen are played as full supports, and I think it might benefit things if that wasn't necessarily the case.

Cloud Potato9/17/2014, 4:24:10 PM4 votes

This was a good summary of his history. Taric's mana issues are there because he has one of the most frustrating non-Assassin kits of all time. Dazzle is targeted and the rest of his damage is either through instant PBAoE or basic attacks, both of which are too useless against ranged and too effective against melee, making Taric a shining example of the ball of stats Fighter. Add in good old unnoticeable auras and you've got a hell of a problematic champion on your hands.

I'll be skeptical if more than one of Taric's abilities is preserved through a rework. He needs changes, so many changes. Looking forward to the rest of your posts.

Lumus Avatar9/17/2014, 6:50:36 PM2 votes

I want to see a particle effect on Taric's allies indicating when they have his armor buff. It could be small gems drifting around them randomly!

I would potentially also want to see some particle effect on the ground around Taric showing its range, if only for Taric's allies.

Neer Invictae9/17/2014, 10:27:38 PM2 votes
Elesys9/18/2014, 9:17:19 PM2 votes

Useless? No targeted abilities anymore? All hail the healing skillshots!! Let's have everyone use skillshots!!

There are reasons for using targeted abilities. As pointed out above, characters with excellent mobility would become the only truly viable option, for lack of proper counterplay. Right now, Riot seems to have realised they needed to come up with specific counterplay to dashes. I mean, look at Azir's ult. That's basically what it is...and it was to be expected. Dashes being everywhere now, players need to be offered a way to counter them.

Targeted CC are among them. They have other uses ofc. Look at Rengar's E. It became a skillshot, thereby making it feel "clunky" to use at melee. However! It gave him ranged options he didn't have, namely harass and chase. In return, his melee his now relying on overpowering his enemy (new ult helping that too, with a persisting ms buff) before needing E to chase them down - as E is easily dodged when up REALLY close.

Anyway... The problem with Taric's stun is its great range when EVERY OTHER SKILL (aside from the heal) has very low range, with no way to close in. But the mistake is NOT giving Taric a ranged option! After all, his job is to protect the backline while helping the frontline survive. He just needs ways to make use of his kit while protecting the backline...and that's what his kit doesn't allow.

The idea behind Taric's kit was to punish enemies coming to his backline. W's active though was meant to help damaging the ENEMY's lines! That's where the kit fails, and is what needs to be adressed. He is intended to both shred and protect, being at two different places at the same time, with no means of moving back and forth efficiently or doing his job while defending. I actually have an idea where E would be a debuff that can either be 2nd cast to stun (for longer cd), or consumed upon casting W so that W is mirrored on the debuffed target. The ult would also need a tweak, but yeah. That's an idea on how to fix this "ubiquity need" on Taric's kit. There are other ways of doing it ofc! This is just one way, with its pros and cons.

Sorry for the long post, and thanks + good job reading all the way through ^^

Wheatloaf9/17/2014, 6:22:17 PM2 votes

I imagine Taric might end up fighting with WW and Zilean for a higher slot on the rework agenda, right below Sion and Urgot. Looking forward to parts 2 - 4!

FoolishGnome9/18/2014, 12:02:20 AM2 votes

Very nice post! Gave me a blast from the past, back in season 1 i played both blitz and taric almost exclusively. I remember rolling sivir/taric bot, with my squeaky hammer of death build! With the stacking auras from sivir and taric (and summoner spell rally!!), it was a duo wrecking crew, but I digress. Great initial post, I look forward to part two!!!!

EGDKZjJeWG9/18/2014, 3:28:52 AM1 votes

I completely agree with all of the points in the discussion as well at the post itself. I think Taric's skills need to be properly aligned for a singular purpose. Ex. Melee range support. Mana issues aside, he would need some type of gap close, definitely maintain the heal and or aura ability, reduce the stun from a ranged skill to perhaps an aoe or small range skill shot (such as Liss stun or perhaps conic stun like Cho yell or something). Basically reduced range stun with some aoe to hedge the range nerf. If still singe target stun, high ad/ap scaling ratios, i personally loved the bursty feel of taric and being a melee ranged support. I feel that burst is needed if not replaced with utility (anything but flat ad increase because no support wants to stand there and aa people).

SnugglyBunnies9/18/2014, 8:28:24 PM1 votes

I used to main Taric for support. He is basically unplayable now. I would be so happy to see a rework on him.

The point about how mismatched and awkward his kit is, is correct. It's not fun, there's no real team fight reliability.

I do disagree about the stun a bit though, I think that with characters like Sion having a point/click/melt stun, it's not only not fun/no counter play. It's mostly useless. All of these need to be done away with IMO (full stun point and clicks I mean). Make them a skill shot, make them different put more reward into landing them and more risk into using it up.

Rubber Jesus9/23/2014, 1:10:09 AM1 votes

I think we can all agree that gems are truly outrageous.

And you are nothing more than glass waiting to be smashed....

Puffmanator4/16/2016, 3:56:12 PM1 votes

Grats, you guys just BUTCHERED my favorite ult in the game. "HEY GUYS YOU KNOW WHAT WOULD BE GREAT FOR TARIC? IF WE MADE HIS ULT THE SAME AS 3 OTHER CHAMPS!!! YEAH, NOW HES JUST LIKE BARD AND KAYLE!!! WE DO SO GREAT" Sad too because other than that I liked the update that was just released. But hey, I spend so much money on this game I suppose I pay to get ignored by riot at this point.

Rew7119/17/2014, 5:08:02 PM1 votes

I must say as a Taric (support) main, that everything in this is absolutely right.

I can only heal my adc so much with a long cool down which leaves not much for the heal anyway.

The stun lasts for only a second. Which doesn't even give my adc enough time to attack. Let alone the melee damage it gives.

His passive is what I work towards the whole game. But, although it gives a good bonus attack, it doesn't help that he doesn't need AD for his abilities. Why not change it to ever 20% armor he gains bonus AP? Or bonus health. The guy is defenately not a fighter with hardly any AD support abilities.

His passive for his W doesn't do much because it is his best ability so he has to use it. Why not make it so he doesn't lose the bonus armor because he used the ability. The range needs to be larger as well for the bonus for allies so they can have it. It doesn't give much to them anyway so the ability doesn't need the limit. Allow them to have it automatically. Or give him a 1000 range for the passive.

I like his ult though it could use a small boost in the first attack and give an extra 10 AD and AP per level.

Ninjaed9/17/2014, 5:13:30 PM1 votes

Hey! Nice to see that some people do care about my dear, fabulous gem knight!

One thing though... You should swap the 2nd and 3rd parts. I mean, you have to know about his place in the league BEFORE suggesting a potential rework. After all, that rework is meant to be allow him to better fulfil his part, to better fit the place he has.

Other than that, yeah. He has a long-range, targeted stun, a heal... and on the other hand, 2 PBAoEs + an innate requiring being at melee as well. It rather conflicts. Not to mention he needs to be close to his allies to be at his best.

So should his stun be used to protect his team, or to help them attack? If he closes in, his allies will lose the AR bonus, BUT it's needed to shred the enemies' AR... And then ult to damage but go back to the team to give them the bonus, but staying near the enemy to get that AR aura back and heal more the allies that lose more health because he's away from them, not giving them the aura needed to lower the damage they receive... WHAT?!

NeoKira9/17/2014, 5:50:33 PM1 votes

I agree with some things here definitely. The first thing being that it is hard to see how useful you're being with your shatter. You have no real idea of how you're helping. There are things here that I do find interesting. However, having gained some interest in this character for a while now, I feel I should mention certain things that I find should be kept or simply worked on without changing his overall game style. The main issue I have with what has been stated is the 'lack of counterplay against click on stuns'. While I agree that overly powerful click on spells can get very annoying, the game would actually become less fair should some of them be removed. The reason for that is the existence of mobility. If all cc had to be aimed, people with a large amount of mobility would become stupidly hard to kill. There are champions in league who are only balanced because of the existence of click on abilities. That's why having a click on stun is good, it gives a level of counterplay in champ select, which is a good thing as long as it doesn't go too far.

The second thing I need to resolve is Taric's heal. Now I didn't read through this whole thing, so I don't know if much was said about the heal. However, my personal belief is that the heal should remain in taric's kit. It's power is decent, despite not being the greatest, and it's lack of power in comparison to other healers is balanced out by his possession of a non-ult stun, which other healers lack. Most of my Taric games have consisted of a fairly bad early game, due to his lack of any real early game power/damage, but a win by the end. This is because taric is still very usable, you just might have to use an unusual playstyle. This is made possible by his heal. You can play passively early game like a soraka perhaps, healing your ally as you just get by laning phase. But once laning phase is done, you still have a stun. which allows you to catch players out at the end of laning phase. This is why I find that talisman is actually the best of the support items on him. He needs more gold to be useful than other supports, he can play passively and heal his allies far better with talisman than with relic shield, and he gets cdr and the active. And the active is a huge selling point, because it gives him huge engage potential where he'd otherwise often have none. I play through the game passively to start, but then I build a ton of auras if they are needed, otherwise i simply build tanky with some damage. I usually turn games like this, being a walking buff to the team as well as a cc machine with some clutch heals. Because of all this, Taric is great at passively defending his team, as well as being able to cc targets that have a high priority, like yasuo sometimes, and making sure that allies stay alive for as long as possible. This is actually something I like about taric and would hate to see removed. Which leads me to my final point.

Whatever is done, I don't want taric to simply be another Leona. Taric shouldn't only be that guy you pick against teams that are all physical damage either, because let's face it, most people get magic damage on their team. Taric should be unique, but not in that way. I don't actually want much in changes for taric, I really think that all he needs is a tiny but more sustained damage early game, because I'll be honest, I do want to win early in lane from time to time, and i shouldn't feel like taric is an instant way to lose lane, even if i win the game. Which is sadly how i usually feel. This isn't actually that hard to accomplish though. Again, taric should feel like a unique support, with unique benefits. Mainly I feel that he should get something other close combat supports don't get from talisman, and by that i mean add something to an ability of his that gives benefits from something like mana regen, but make this benefit cap out at some point so that he can't abuse it. Because the only real weakness to taric right now is that he is too gold/team reliant, so he needs some free stuff, like every other support else gets.

Rainbow Bash9/17/2014, 6:42:52 PM1 votes

Don't take this wrong but I am actually curious about this. Was he supposed to be Black, White, or something else? I mean his Pink Splash art shows a back person while the normal art shows a white guy? Multiracial?

sp4419/17/2014, 6:55:49 PM1 votes

I think Taric should be the Rally support. Somebody dedicated entirely around buffing his allies and helping them turn around hopeless fights.

I like the idea behind his R and his W, how they sorta make him the power core of the team, significantly raising their strenght during battle, but like SOna in the past, they lack on-screen visible bonus. Promoting low interaction and an overall lack of satisfaction.

An idea that I had for his W is that on activation it gives his allies a shield and some bonus armor and magical resistance, which can be shattered to damage nearby enemies. And possibly slow them or lower their armor.l The amount of shielding and resistance given to allies is lower if they're far away from him.

Not quite sure about what to do with his Passive, Q, E, and R, though. I think his Q needs a buff in it's healing, but not be like Soraka that can heal a guy to full health during a battle, making all engages pointless. Perhaps instead it should give his ally massive health regeneration for a few seconds that is significantly lowered if attacked by enemy champions? His E I think is in a good spot right now, and his R I'm not sure where to go with it due to the fact that I don't know how to keep the core of it (raising the power of his allies) without ripping off Sona. His Passive also needs to tie in a bit better with the "Holy Paladin who will aid his allies in time of need with his magic" theme. I feel it needs to be tied with his resistances, but I'm not quite sure how.

Lumus Avatar9/17/2014, 7:01:41 PM1 votes

Speaking of Armor of the Fifth Age Taric....I have long loved his furry boots and the obvious reference to those god-awful legwarmers ladies used to wear in every major city. But suddenly I found myself wondering....Pink Armor....Fuzzy (accessorized) leg warmer boots....Is he....Is he referencing Donut from RvB fame? Correct me if I'm wrong please, but now every time I look at AotFA Taric, I see Donut!

EDIT: here's a link, go to 1:45 and watch to 2:00

https://www.youtube.com/watch?v=zBdMvVFM-5A

Saint Tyrone 9/18/2014, 1:11:41 AM1 votes

So what your saying is, that we should bring back old taric? Rito, hire this guy!

(I miss the old taric...)