Ideas for Taliyah's kit.
Last night I played a few games with Taliyah -- here is what immediately struck me as strong and weak.
PASSIVE - Seems fine, however I think that the movement speed boost shouldn't drop off immediately.. maybe after 1.5-2 seconds?
Q - It's a very cool ability, BUT WHAT THE FUCK IS WORKED GROUND SUPPOSED TO DO. Worked Ground is an absolutely awful mechanic, it's a straightup nerf to Taliyah in return for like 30 mana and a tiny movement speed boost. This literally feels awful to play with, either make Worked Ground more rewarding or change it so that she can still throw 5 rocks on Worked Ground.
W - Okay, I actually had a cool idea for this. This ability very much captivates the "still-learning earth weaver" concept; it's not entirely awful to use, but it does have a bit of a learning curve, and if you hit it, it can be very effective. However, because Taliyah's damage is so easy to dodge and counter, I was thinking this: All enemy units knocked up by Seismic Shove will deal damage to all enemy units that they hit when they land, similar to Syndra's W. Example: 3 minions and a champion get hit by Seismic Shove. They fall on top of 3 other minions. All 6 minions and the champion take damage. Yes? No?
E - Highly situational and for the most part, absolutely useless. You can literally just walk around the ability to get out of it, and the damage is not even noticeable. It just feels like a visual threat more than anything, and doesn't actually stop anyone for doing anything. Plus, the high cooldown and mana cost.. yikes. Take this one back to the drawing board.
R - Although hard to use, it's like the W, it captured her amature mage theme very well, and is actually a pretty well designed ability. I have no qualms with it.
Overall, Taliyah's kit feels like 4 kits being mushed together into one, her combos are shit, her abilities take way too long to cast, and her damage is nowhere near enough. She is release Bard levels of bad, but I feel like with a few changes she could be decent. Thoughts?