[{quoted}](name=Battlecast Janna,realm=NA,application-id=3ErqAdtq,discussion-id=A5AfJNpr,comment-id=001000000000,timestamp=2016-07-14T19:03:18.263+0000)
I don't actually know a damn thing.
I've read through that topic, and it's literally just pages of people complaining about the change and insulting anyone who thinks it was good. The original topic is just "it's clunky" which is what people said in all forms of every Viktor change since the beginning of time so it literally means nothing to me (MYMU was "clunky" and he became the #1 mage pick in LCS). Every post following it is ramblings about how it "takes longer to cast" and "loses flexibility and freedom", neither of which seems like it can possibly be true when vector casting is patently simpler than normal casting if you're familiar with the cast paradigm. Implying that somehow having to cast W twice is harder than pressing W once and flicking the mouse the direction you want is crazy.
So it's literally exactly what I posted about - that thread (and this one) are just a bunch of Taliyah mains circlejerking about how they didn't want this change. Nobody has explained why they actually think it's bad aside from complaints and assurances that THEY have played enough Taliyah games to REALLY know what they're talking about.
There are some legitimate concerns (the cast indicator is lacking, certainly, and I hope the nerfs weren't too much), but I don't think that W being or not being vector cast is really a huge make or break thing for the character. I totally advocate speaking up for what you want and believe in but I'm tired of people on the boards thinking that having an opinion and having a supported argument are the same thing.
This person posted some good insight on the first page:
{quoted}
First of all, great post dude!
May be add some math and facts to clarify some moments. First of all, in 6.13 I need to predict where enemy will be in next 0.85s in order to land W, moreover, my enemy has even more time of awarness, cse I must land E first.
In 6.14 I need to predict where enemy will be in next 0.85 + time of vector casting(aka click and drag which is like 0.35-0.45 sec I guess in skilled hands) which bring us enormous 1.2-1.3s of prediction.
And here even more. With vector cast, casting spell OUTSIDE of MAX range force champ to go into it(max range) to cast spell, while casting it same way with double cast make champ to cast it IMMEDIATTLY at MAX range... Obviously, that change mess up a lot of combos, cse you accidentally cancel your W cast with E or Q
But I guess I'll explain it more. Again.
One current problem is the fact that the target reticle doesn't match what the skill does. It's clear that this is a result of laziness.
Another problem is the fact that the skill doesn't give the player the option to knock people vertically upwards anymore, which restricts the freedom. If you're wondering why you would want to do that, read what people have to say in the other topic.
Another problem is that it doesn't mesh with Taliyah's playstyle. She's a roaming movement speed-based mage that has to move all the time. The time it takes you to click and then drag is already too much time wasted when you're trying to hit someone like Hecarim. The old W lets you select an area of the ground and whether or not you wanted to, you can push, pull, or shove to the side. There is a huge difference and I noticed right off the bat.
Honestly, the change just isn't good because it's so lazily implemented. I'm not saying Vector Casting is bad, but Taliyah's W needs a completely different casting control scheme at this point because it doesn't fit Taliyah at all.