Taliyah's Problem and How to Fix Her

bob000·5/20/2016, 11:33:08 PM·2 votes·896 views

Initial data has Taliyah at around 37% so it seems likely buffs will occur. After playing her a few times my initial impressions are that her damage is astronomical pre 6 and respectable if nothing special later on. So why do a lot of people feel she does too litle? It's because of the riskiness inherent in her kit. The bulk of her damage comes from her we combo, which involves throwing someone INTO YOUR FACE or them already being there. This is fine in a midlane fight to the death or when ganking but results her in falling off a cliff mid to late game. She ends up relying pretty much entirely on long range q's which is less than effective. So how to solve this? Well, you could relegate her to a kill lane support who turns into an r bot late game but I was promised a midlane mage, which means she needs some scaling. Upping her damage would lead to her being overly binary, dealing enormous damage in those cases she can unload point blank while doing nothing for her horrible teamfight outside her ult. In my opinion the best way to improve her and make her more magey is to up her range. Adding another row of pebbles to e would make we less of a lategame deathwish; alternatively adding range to q would let her better transition into a lower damage poke role as she would have more room to find unworked ground.

16 Comments

Br4ndon5/20/2016, 11:58:25 PM4 votes

I think her problem is that shes less than a week old and no one knows how to play her.

Rand0mH3r0X5/20/2016, 11:38:25 PM1 votes

Scaling rock waves...? That sounds cool. Do you think having her E ability would be more fluid if it operated like Viktor's Death ray? I haven't seen Taliyah is it for positioning very well.

What if Talyiah's Q had a passive bonus that wanted to ground airborne targets, dealing double damage. This would make her combo W-E-Q, with viability.

Dominick Destine5/20/2016, 11:39:15 PM1 votes

She has high utility.

You cannot have both high utility and high damage... then you end up with BS champs like Yasuo Riven (pre nerf) Poppy

the Anarchit3cht5/20/2016, 11:34:19 PM1 votes

I think the main problem is that her shove is too slow. But given its ability to go in ANY direction, if its too fast it will be problematic.

ModAttysu The Poro5/21/2016, 12:02:28 AM1 votes

I think Taliyah is OP as shit when built/used right, I was able to beat and Darius in lane toplane, here's some context;

I can say before Taliyah's release I've never been able to toplane, and I would ALWAYS lose lane. Except that one time Kayle was OP but we don't talk about that.

I dunno I think Taliyah is fine, they just need to make her ult a little bit easier, I always accidentally triple click ._.

Sire Hippington5/21/2016, 12:08:03 AM1 votes

I think the biggest issue is that to much of her damage is focused on the W, which requires landing the W which is hard to land without cc of allies, or faceing dash-happy opponents. At the same time, her Q from worked ground feels very unrewarding. It's clear that one should try to get the normal Q by repositioning, but the 'bad'Q still feels way more shitty than it has to imo. If her W would be more around utillity(a slow that maybe stacks up with the number of explotions hitting the victim) rather than beeing her main damage and therefor shifting a bit more damage into Q and E would help her to perform better overall rather than beeing really powerfull in certain situation and weak otherwise, which leads to binary matchups and gameplay.

iLanaDelRey6/3/2016, 4:57:00 AM1 votes

Toph's Q I feel like her biggest problem is that her abilities have a backfire to them. Instead of her kit assisting her to strive it does the opposite however. I like the idea and realism of her gathering and hurling 5 stones from her environment to throw at enemies and it becoming grounded. but the bad thing is you got to look out for the grounded areas within team fights to see where you have fired them and also what area is available in order to use your normal Q. Of course it's hard to fight and search grounded areas within a crowded bombardment area with vivid, distracting colored projectiles and abilities.

I feel like in order to fix this they should:

  1. decrease the time of grounded OR
  2. highlight the grounded area into a more bright color.

Her Shift (W) Another problem is that her shift is way too slow to activate. In order to land her shift you'll need cc. The shift should be changed where it activates faster than usual.

Her ult Although I wish her ult did damage, but her ult is not intended to do damage. It's more for utility. But one problem is that she cannot escape. Her ult is useless for escapes because if she gets hit by an enemy or turret it cancels her 'ride' which leaves her vulnerable to her death. We all know she's hella squishy, and simply not providing her an escape leaves her even more at risk.