The real reason people are upset about the Taliyah changes

Hong Kong Annie·7/15/2016, 12:13:25 PM·11 votes·1,247 views

It isn't about how much damage she dose now or what casting method is "better", but instead about how she plays and how rewarding it felt to play as her. With the old W lockout Taliyah was forced to fully commit to a fight to get her W>E combo off by leading with E and then using W to hit people into it. This required the Taliyah player to sit and wait for the right moment to try to combo. It was like playing a waiting game where you were watching your opponent's every move waiting for them to take just a step to far for a cs before unloading your entire combo onto them, This made it feel immensely rewarding to land when it did connect. Thematically this made a ton of sense on Taliyah, matching both her in game role of a zone control mage and her lore as young girl struggling to control her powers.

Now Compare that to the new W without the lockout. The new casting method definitely made Taliyah alot easier to pick up and play, speeding up her combo and opening up the opportunity to cast W before casting E. This opens up her new combo to be throw out a W and if it looks like it will land then use the E. This feels more like the combo of a burst mage and less satisfying to land, plus it doesn't scream the lack of experience and control that the lockout on her old W did. It feels more like she is a master of her craft with no worries about controlling her power.

TLDR; The change was made to make Taltyah look and feel more flashy while not staying true to her character design and throwing what made her fun to play under a bus. But that's just like, my opinion man.

EDIT: I have a couple of ideas for changes that I think would fix the poblem.

  1. Revert the change completely, While some might not like the old the old casting method I felt it was very intuitive and easy to pick up. plus I think you should still be able to use it as just a knock up which you cant do with the new vector casting.

  2. Keep the vector casting but bring back the lockout. this would keep her original playstyle intact, but get rid of some of the "clunkiness" of old W casting.

  3. Keep the vector casting but put the lockout on E and only E while casting W. This keeps her combo and the rewarding feeling for hitting it intact but removing those awkward moments of not using Q because you pressed it before the W finished.

  4. same as 3, but with the old casting method instead of vector.

18 Comments

inplane7/15/2016, 1:37:30 PM4 votes

I agree with the fact that they removed her disruption mage playstyle and replaced it with a generic combo mage playstyle. It isn't satisfying anymore because you can toss them into the minefield before it's even placed, which does a lot less damage now due to the nerfs.

Worst part is, Riot balanced her to be a combo mage, which just kicks Taliyah mains in the ass and face for actually enjoying her once unique playstyle and are forced to watch it being tossed out the window because other people didn't like a spec of dirt on it.

ChaddyFantome7/15/2016, 1:49:03 PM3 votes

This. Well put. They essentially dumpstered and tampered with her identity and playstyle because scrubs couldn't "get" her? Dumb reason. Riots been doing this a lot with the patches too. ;/

Elite4Runner7/15/2016, 1:15:19 PM2 votes

Lol right, I was getting pretty confused.

Yeah, to clarify, my second idea was to increase the windup time for Seismic Shove so it would be easier to dodge, meaning that it would be more difficult for it to be cast first, then to follow up with Unraveled Earth. It would of course still be possible, but harder.

Then by decreasing the windup for Seismic Shove when placed within x units of an already placed Unraveled Earth trap, it becomes more rewarding.

Does that make more sense, .. do you still think it wouldn't help?

Elite4Runner7/15/2016, 1:28:34 PM1 votes

Yeah, unnecessary complexity can definitely be a bad thing. I do like to try and think of ways to fix champions in order to compromise on strengths and weaknesses though. She is still new enough, hopefully they will come to a good balance for her.

Elite4Runner7/15/2016, 12:47:18 PM1 votes

.... So just throw out her W, then wait for a good chance to throw your opponent into it, ... This only makes it more possible for her to E then W, it doesn't effect her ability to W then E.

I do understand that you're saying that E > W is easier to guarantee a successful combo because they weren't already attempting to avoid getting hit with the combo, but I do see why they added it. And people were complaining about it, so they decided to cater to them.

However, ... I have an idea.

What if they made it so the damage dealt by dashes/displacements increased slightly as the traps reach the duration of their animation? This would make E > W deal less damage than W > E, rewarding the player for successfully pulling off this combo.

CudyDarkyz7/15/2016, 7:25:21 PM1 votes

Like your 3rd and 4th change Just do the Sona thing of when you cast W your E goes on a 1.5 or so cooldown "if not on cooldown"

Elite4Runner7/15/2016, 1:01:33 PM1 votes

Or, another idea,

What if the base windup time for E were increased slightly, and the windup time is decreased when within a certain range of an already placed W?

This would make landing E on it's own more difficult, which would in turn make E > W more difficult.

Elite4Runner7/15/2016, 1:03:12 PM1 votes

Oh crap haha, my bad. I always get those backward because they always seemed like they should have been the other way around