Tahliya's 'Q' and 'Worked Ground'

CHOPSTICKUHH·5/7/2016, 4:56:20 PM·2 votes·1,474 views

Hurls 5 rocks in a direction, dealing 60/80/100/120/140 (+.4 AP) magic damage in a small area around the first enemy hit. Subsequent hits on the same unit deal 50% reduced damage. Creates Worked Ground for 180 (scales down with cdr) seconds. Taliyah gains [10-20%, half of passive] movement speed on Worked Ground. Casting Threaded Volley on Worked Ground only hurls 1 rock but refunds half it's mana cost.

tbh in my opinion Why can't she just have a Q without a silly attachment..

Tahliya doesn't need a passive on her Q and it's kind of useless. Worked ground lasts 180 seconds for a skill that has a max rank 4 second cd.

Early game as her main harass she can fill her whole lane with worked ground pretty easily losing a lot of her burst damage.

AND I ONLY ARGUE THIS BECAUSE

Riot said they wanted Tahliya to feel like a traditional Mage [the last one being released was lissandra] going way way back. But honestly to me if they wanted her to feel like a traditional Mage they would remove this worked ground stuff the only benefit of it is that you get a speed buff that isn't even that great considering you have to stand on the worked ground for what seems like forever to get it.

All & All, I feel Tahliya shouldn't be limited to where she uses her Q if she's a traditional burst Mage let he be that and don't limit her damage output

Ps those worked ground areas are also pretty damn big..

3 Comments

Elite4Runner5/7/2016, 5:14:32 PM2 votes

I think people are really misunderstanding her Q. I believe the idea is not for her to fill up her lane with worked ground in order to dish out as much damage as possible. Instead I believe that her mana refund is designed so that you will limit your own worked ground in order to deal lower damage to poke and farm without expending all of your mana. Then when you need the extra damage in order to push off, defend, or to secure the a kill you have plenty of non-worked ground to work with. This is how I think they would prefer to see her played in a laning role. The other way that I think she is meant to be played, which seems to be closest to the way people have been playing her so far, is to push the lane and roam. In this case, you really don't need to worry so much about how much you cover your lane because you wont be staying there, but the problem I see with this is how much mana you consume, and of course when you need to return to lane.

So in my opinion, the worked ground mechanic is a really good thing.

Note: at max CDR the worked ground space lasts 99 seconds (1 minute 39 seconds) .

Hullabaloo9075/7/2016, 5:03:01 PM1 votes

I think it's a good way to limit her poke while not making her downtime too long

Vesarixx5/7/2016, 6:18:58 PM1 votes

The worked ground mechanic is actually pretty useful, the movespeed boost is instant, I'm not sure where you got the idea that it wasn't, it's like a free lucian W before casting the culling but in a small area, it can also be helpful when escaping a gank if you have a few of these areas between you and your tower, plus they work while you are in your passive so if you used any in the river they can help you move between lanes even faster. being able to fire 1 rock instead of 5 and get half the mana back actually really helps with lane management and farming from a distance as well, which will be needed in some matchups. Overall she is a roaming champion either way so less damage in a small area is not that much of an issue.