@Riot, You guys REALLY missed the ball with Taliyah.
So I've not been a fan of Taliyah's kit since I've seen it. Seemed very self-defeating. Played a couple of games, still thought so. So then, I really decided to give Taliyah an honest chance. Mastery level 3, maybe aboue 20 or 25 games played as Taliyah. And she still just feels like she kicks her own ass. Even without all the restrictions, I don't think her kit would be broken. Why did every ability have some sort of condition or restriction attached to it?
Passive: Here's a movement speed buff. BUT, only if you're near a wall and out of combat.
Q: Here's some consistent, pretty good damage, BUT it's short range, can be blocked by minions, and you can't use it in the same area twice... for around two minutes. But don't worry, here's 10 movement speed in the circle to make up for it. And you can only throw one rock while you're in it. With the same CD. But half mana!
W: This ability is pretty good. NO idea at all why it isn't cast like Viktor's laser, but there are dozens of threads on just that topic.
E: Here's an AoE ability that does a little bit of damage, BUT it's short ranged, and only reaches max potential if someone is displaced through it.
R: Here's a GIANT DRUMPF WALL. But, crazy long CD, moderate casting time, no damage, but all in all, a solid ability.
It just really feels like you guys were afraid of reallying unlocking Taliyah's full potential, and I don't get why. Q wouldn't have even been broken without the Worked Ground mechanic. It's a skillshot, that you can't even change after you've started the 3 second cast. E could've procced just off of movement through it, and it wouldn't have been broken. The passive would've been awesome if it could be used during combat, because it still restricts you to walls. Just all these extra restrictions for no reason. Just a rant, I guess. But it really feels like you released her gutted.