Taliyah Suggestions for Buffs/Nerfs/Changes Open Discussion on the champ.
Ive spent a lot of time on the boards looking at the discussions about Taliyah on different websites and decided to put this here for a discussion on the champ. Anything that is my own opinion will be in Italics. Okay, a lot of people in the Boards are saying Taliyah isn't strong enough; her worked ground leaves her open to losing trades and ganks, to a certain extent that is true. If you have worked ground all over in the lane phase your damage output is lower. People are also saying that her mana cost on the worked ground is too high, that I agree with. Being 60 mana level one, then 30 for 1/3 of the damage really puts a hamper in her damage. That's the part of her kit that people talk about the most. My suggestion is that her worked ground is changed so that it throws 2 or 3 rocks on worked ground, or change the amount of time worked ground is up or lower the total area. All of those would help, but the thing that I think would really make her more of a dynamic champion in League then that she already is, is to change her kit as to where when you throw down your E to do your normal combo so that if you are on top of your E, you use your Q you throw some of the E at the enemy, that way you have more options even if your on worked ground since her ult is all about utility. If you did this combo you could do it on worked ground or if you use it it doesn't make the ground worked, so that still gives you an the chance to poke or get a kill.
Just a side note, I love having the option to auto while using my Q, it makes farming and poking easier due to the fact you don't have to give up any CS, some people weren't aware. Also getting only half the mana back for essentially 1/5 of the projectiles and 1/3 of the maximum damage potential doesn't seem like a fair trade off, especially if you're maxing Q first, it drains your mana quickly.The damage change ratio I've seen most is to change the damage from 60/80/100/120/140 +40 percent AP, to 90/120/150/180/210 +60% AP, then make the shards after the first do 33 % less damage. Personally, I like the idea because it gives her a little more of a burst in 1v1's at all stages of the game. It's a little powerful but not crazy OP, even at full build, it lets you have the option to carry with her a bit more. The worked ground cool down most people I've discussed with and read about seemed to think that somewhere between the 1 min 45 secs and 2 minutes.
The next complaint I've seen is talking about her passive; I do not share but everyone has a opinion, so I will add it here. _ Now I find it fun to ride through on my rock near the walls to get back to lane faster or catch someone out. I think the 27% on her passive is great, it doesn't make her as fast as Quinn, but if you have boots and moving on worked ground you can have a lot of map presence._ The most common thing that people want it changed to is something that you could also use in combat such as an add on to it to make it fair to use in combat. But there are mixed opinions about it. I don't know how you would change it but there is the thought for it.
The next part of her kit I've seen talked about is her W. Her knock up that can also knock people in different directions. Most of what I've heard of the ability is that it's great. It takes half of a second to go off but it's great as is. The only suggestions I've seen is to give Taliyah the ability to use it on her self to knock herself over walls to help chase or get away. The other thing that i have seen is that it should go off quicker. _Personally, I think that if you missed it 9/10 it's because you placed it in a bad spot or the enemy champ was to far for it to get hit anyway. _(I also noticed while playing with a
,that if I knocked someone in a direction instead of straight up into the E that there is a very minor window for Yasuo to use his ult. I'm not sure if that was intentional, but i thought to mention it.)
The next ability I've heard complaints about is her E, being minor at best. Read the boards her and a few different sub Reddit's wrote about her. The only thing I've seen, being only 3 people, which is insignificant compared to her Q, is when it is placed. It's a cone ability, so if someone comes from the side, you're screwed. What I've read is that a few different people would like it to be more of a box, you'd have to lower the damage output to make that fair though as well. But, personally, I think that it's fine and if you place it wrong that's on you, yet, I still want this to be talked over.
The only complaint about the ult is the 1.5 second cast time. In PBE it was 1 second i think. so it adds to the escape with it.(i had something longer but accidentally deleted it. That being said please add a undo button. I would rewrite it but Ive been writing this for an hour.)
Everything below this is strictly my opinion and should not be taken as fact. Feel free to not read it.
_Now I'm going to speak about Taliyah throughout the stages of the game. This is a more of how much of an impact does she have in the game at these stages. This is all subject to change throughout different play styles and builds. So, this is the general things she can do, talking only about my experiences with the champion. Early game, pre level 9, the impacts she can have are as follows: clearing waves quickly and keeping constant poke,opportunities to set up easy ganks thanks to her kit, and roaming at any stages, snowballing lanes. The thing she lacks is a sustained fight and huge burst,like a Syndra or Veigar. Mid game, level 10+, we are assuming towers are down and we're at about 20 minutes in. At this stage she is strong in split pushing.. Her passive gives her the the chance to escape when the other team reacts to her push. She can roam around quite a bit due to her strong kite, giving her the chance to get away while doing damage. She also makes good good bait due to her high movement speed to catch enemy opponents out of place if they choose to chase you. Assuming you built a Rylai's, she can slow the enemy down. Her defense of towers is great because of wave clear, she can stop split pushing champions easily as well. Her weakness is you don't want to be caught alone pushing without a plan; don't push for the sake of pushing, talk to your team so they know to apply pressure. Also, stay away from the enemy teams assassins. Late game, level 17+, usually starts around 35 or 40 minutes in when everyone almost reaches full build. Her strengths her are the team fights. pushing a tower and knocking ranged characters to the front can win you the fight. In team fights by the Baron, she can slow and keep the enemy Jungler from stealing it, as well as an Elder or knock them back to help her team steal. Her clear weakness in fights is the ones lasting longer than 30 seconds in enclosed areas. By that time you've made a lot of worked ground, so it's harder to get your damage out. _
Thats all ive have to say about her personally and generally the changes that people are asking for. Im excited to see the discussion about Her as she has been really fun to play for the last couple days. And if Someone at Riot actually reads this just take it into consideration. Thanks for reading all of it. If anyone needs help learning how to play her just add me and we can do a custom.