Taliyah in Season 7
A little context, I play Taliyah A LOT. She is easily my best middle lane champion, my win rate with her in ranked being 69% (43 wins; 19 losses). So I love her but I do have to admit something about her: she is strong. She is pick or banned in pro play but in solo queue only a select few play her. In order to make sure her game play is balanced and playable she needs to be hit softly. Her cooldowns I think are a problem, her Q has a 3 second cooldown at rank 5, her W having a good cd, and her E has a 8 second cooldown at rank 5. I think her Q needs to have a 4 second cooldown at rank 5 and her E cooldown needs to be upped. Both of their cooldowns start during the cast. Her Q takes about 2 seconds to fire all 5 rocks, meaning only a 1 second cooldown in reality, and her e takes 4 seconds to detonate, meaning only a 4 second cooldown. And most people who play Taliyah get 30-40% cooldown reduction. Her Q at 40% cd reduction is 1.8 seconds. Her E at 40% cd reduction is 4.8 seconds.
I know my thoughts above were disorganized so I'll compile them into a list if you are confused: Q: Has a 3 second cooldown at rank 5, starting at time of cast. Takes 2 seconds to fire all 5 rocks. Real cooldown is 1 second (with 40% cd it is up after every cast) E: Has a 8 second cooldown at rank 5, starting at time of cast. Takes 4 seconds to detonate. Real cooldown is 4 seconds. (with 40% cd it is up after .8 seconds)
So if I were to nerf Taliyah's cooldowns I would do it like this in true patch notes style:
Taliyah _Q and E cooldowns start after spell. E cooldown changed. _
Taliyah has been used to success by those who take the time to learn her. In order to maintain her presence on the rift, her cooldowns will be hit to provide a small window of opening that opponents didn't have before, while also having her maintaining low cooldowns.
Q - Threaded Volley Cooldown now starts after all 5 rocks are fired.
E - Unraveled Earth Cooldown changed from 16-14-12-10-8 to 14-12-10-8-6 Cooldown starts after all rocks detonate.
> I understand this would be a small nerf, but only a select few play her. If I am misled by her player base then I'd nerf her Q and E damage from subsequent hits. Have people take 45% - 50% reduced damage after being hit by one rock from her Q (live value is 40% reduced damage). E would get same treatment. Right now E does 15% reduced damage based on her initial cast for each rock someone is hit by, and people only get hit by 4. The total reduced damage is 55% when the value should be 60%.
-type balancing in the game, but perhaps that's just me