Error in Taliyah's design.

Grimwohl·5/27/2016, 11:55:13 PM·2 votes·902 views

My brother, Jurojin Wuji, has been playing Taliyah a lot recently. He thinks the champ is absolutely wonderful.

I on the other hand, have trouble grasping why Taliyah doesn't do physical damage with her skills. why isn't her abi/phys ratio split 3:1, or something to that effect, to accommodate any armor pen items she may have to build?

If the excuse is Malphite, or her rocks are magical, or anything to that effect, cool.

but could someone please explain why her AA (which is slinging rocks that I assume are from the same place all her other rocks are from) not enhanced by the same magic? shouldn't her passive, q or ult give her some kind or ap ratio on her AA's?

I appreciate any discussion to help me better understand why no opportunities were taken with this (it wasn't even mentioned in the Q&A).

I looked up to see if there was any discussion about this here, and there wasn't. Please redirect me if I'm wrong.

Thanks.

11 Comments

Hiroki495/28/2016, 12:08:44 AM2 votes

This can be said about Annie /Brand throwing fire aa, or Anivia /Lissandra throwing ice aa. It isn't their aa that are meant to shine, but what they can do with the elemental power they have. If you want Taliyah's aa to deal magic damage, then build a item 3091 on her.

BornAgainVirgin5/28/2016, 12:40:46 AM1 votes

I think they have a habit of directly designing the kit based on the champion's mini-story for "thematic cohesion". They dont typically look at artwork designs and just come up with a kit (occasionally happens though) and say oh this will be cool, lets add this, this and this then toss in a half baked story later. Like if you read her story, you will see she never "magically" picks up a single rock, and just uses that one rock to kill something. Instead she has trouble controlling it and when she uses it, its a pretty big deal. Thats probably why she has that warped ground thing and skills focused on aoe control. They may re-do the kit a couple times until they get something really fun and that actually works without breaking the game, and nerf or buff it from there. Like Jinx had around +1000 movespeed passive at first lol, but was so fun they decided to work with it. Taliyah doesnt thematically use basic/single target attacks like Ekko Gnar Diana Teemo Kalista Akali Jhin , so there is no reason to just throw that type of scaling in there.

Jurojin Wuji5/28/2016, 2:46:00 PM1 votes

Hey, thanks for your response. the aforementioned Taliyah player here.

I didn't see anything from Jeremy, but couldn't Varus have been effectively gated by not giving him any aspd steroids? Even better would have been making his attack speed Darius abysmal (or as mentioned earlier, make the ad scaling on skills significantly lower).

There are honestly a number of ways to effectively balance out a physical damage mage (especially if it is meant to be one). Varus's kit on a mage is no where near as healthy as, for example, Taliyah's would be (Taliyah is far more telegraphed, q damage isn't all up front and is blocked by minions).

And If it isn't clear, we were referencing scaling that is more similar to Ezreal, Evelynn, or Corki (both scaling ratios with ap being the higher) but dealing phys damage on all/most skills.

My thought on it is that it would initially be weaker than either ezreal, Evelynn, or corki because champs gain way more armor than mr in a game, hence mages needing to build items (last whisper or cleaver after a morellos or rylais on Taliyah) to be effective.

wish there was a comment from someone familiar with riot's R&D (most preferably a Rioter) to just explain what problems outweigh the consideration of doing this. If riot really wanted to, they could have done it with Taliyah.

Side Note: every mage dealing enhanced AA dmg to all targets (based on their ap) would require a nerf in dmg to their kits. ignore Grim's comment on it. It's stupid.