Suggestions for Talon (Rioter read pls)
So with the assassin reworks are coming up and Talon is surely going to get some updates, whether large ones or small ones. IMO he feels like the perfect champion for a bigger update, he doesn't need a complete 100% VGU, but he needs quite some work for sure. So since I've mained Talon for the past 4 seasons, I decided to make this post. Feel free to give any feedback or up/downvotes on the ideas. Also keep in mind I'm not gonna post a complete rework, just some minor ideas I had.
So to start off, the main abilities he needs changed would be his passive and his Q. His passive is a nobrainer, Meddler even stated it was a terrible passive to begin with, no matter what you'd try to do with it. His Q also feels like that. As a high physical damage dealing champion, who tends to build significant AD/ArPen, you'll end up doing massive damage with AA + Q, even if the Q wouldn't be powerful. It's just a load of quick 'n clean guaranteed damage, and while that fits Talon's character in some ways, it's also rather bland with low interaction.
On to his W. His W I feel is a fun ability, because it's unique. All assassins have a form of ranged damage dealing for in laning scenario's: -Zed throws a shuriken, additionally he can throw multiple shuriken from shadows -Katarina throws a blade that bounces to other targets -Akali marks someone, and procs that mark with an autoattack -LeBlanc marks someone, and procs that mark with another ability -Kassadin gains a shield and interrupts channels with his poke ability
As you can see these are all quite different, while most would be used for poking they tend to instantiate different play patterns. Talon's W fits right in that list. It's a conic skillshot that returns to him for a second damage hit. That's something interesting, worth preserving and working with. So I was thinking, we could make him throw only two blades. This way, you'd get a way thinner skillshot. I was thinking decrease the width of the spell by at least 50%, making it way easier to dodge for enemies. Those who've played Talon will know that the cast animation and blade traveling speed are long enough for enemies to get away from the spell.....if it weren't for the huge width. With only around 40% of the width remaining, people would have a fair chance at dodging it. But there's more stuff we could add/change. Increasing the range by 20% or so is another idea I was fiddling around with. It would allow Talon to actually be decent in early lane, without making him feel oppressive.
In fact, these two changes would add a ton of things: -Make the spell have more counterplay (this is obviously important) -Give Talon more potential in lane (without breaking him too much) -Interestingly enough: increase his window (time) for him to burst. Since he's working with a boomerang spell, increasing the range makes it take longer to return, so it takes long for him to hit both parts
Additionally it'd be interesting to make the damage 80/120/160/200/240 (+1.1bonusAD) instead of the current damage value of 60/110/160/210/260 (+1.2bonusAD). This way his early lane will be better, at the cost of some mid/late damage, which would improve his powercurve in lane.
Lastly I'd like to talk about his E. While I don't know what Riot has planned for this spell, I do wanna say I'd prefer to see the damage amp gone and that damage worked into his other stuff (primarily Q and passive I'd imagine). Without the damage amp on his E, he'll be able to use it more freely just to use it for mobility/outplaying purposes instead of being forced to directly use it on his target all the time.
So these were my two cents....probably no Rioter will ever read this but maybe there's hope out there :3
Edit: we could also move his W cooldown down a bit or buff the mana cost, seeing as it'll do less damage later on and be more difficult to consistently hit