8 Comments

EndlessSorcerer2 votes

I'll admit, I do like Taric's current niche as a support who becomes capable of dueling many fighters and bruisers later into the game while providing a lot of utility. I like being able to crush and chain stun people trying to dive my carry while I provide a lot of bonuses to my team. Quite frankly, I would be happy with just updating his mana costs and mana regen to fit the standards of modern champions.

However, despite that, I really like your proposed rework. It shifts Taric into more of a true support role than the Support/Fighter role he currently is, but it also fixes a lot of the clunkiness in his kit and the hidden power of his auras.

Also, I think you made a mistake on the numbers for his Q. You have "Shield: 300/600/900/1200/1500+40% Bonus Health" and "Damage Reduction: 30%/35%/40%/45%/50%". Assuming that I am correction in believing that this shield only blocks a portion of the damage received (the damage reduced), the numbers pretty big. It may also be difficult to represent the shield only blocking a certain percent of the damage received instead of all the damage received as every other shield does.

AbodyHUN6661 votes

In S3 I mained Taric for a 70% winrate, but he felt too boring to play having a point and click stun and those PBAOE abilities, so I don't think stat buffs would be enough. This rework is a lot better but I still feel like something is missing.

Finnical1 votes

Good enough to just be tried wholesale. I think this should go directly to internal testing at Riot. I suspect there may be some issues with some of the numbers, but it would be a great place to start testing from.

Kingsgrave1 votes

This puts Taric in a spot between Braum and Sona in terms of playstyle and what he brings to a team without making him inferior to either like he is on live.

Nice work. +1

chumbler1 votes

Or they could just make his numbers not shit.

SnugglyBunnies1 votes

I would want to play Taric again if his kit changed like this.

FantasySniper1 votes

So, I love everything except for:

His "shield" is weird, and it's hard to wrap my head around it, so I'll do what I always do and use math. Let's say that Taric has 1700 bonus health (near end-game build, including runes+masteries), and my teammate has 2000 health. The shield would be worth 2180. Now taking into account the damage reduction, 50% of the damage is directed towards the shield, the other half towards the normal health of my teammate. With no resistances, they already have double the health. With the average resistances of a late-game carry, let's say 75 armor and 30 MR, they will have between 7135 and 5434 health respectively. They can get little over 250% to 170% more health for 5 whole seconds. It would only get worse with tanks, who actually build for resistances. You could easily invalidate half the damage of any burst with this one spell.

If this is not the case, please refrain from calling it a shield and improve your description, that's very confusing.

His ultimate has too much. It does what Braum's does, but infinitely better.

JustMyBassCannon1 votes

His ultimate has too much. It does what Braum's does, but infinitely better.

It seems to act more like Braum's passive, but yeah, I see what you mean. It also bothers me that his ultimate's mark (a) only lasts 3 seconds, and (b) has a weaker stun than his E until max rank. Sure, numbers are tentative, but I don't know how that got overlooked.

Anyway, back on the shield, the thing that bothers me is that, at first, it sounds like it's a crappy version of a regular shield. It only partially blocks damage instead of taking the hits directly. But, upon looking at the values for the shield to "break", you would need to deal a total of 1000/1714/2250/2667/3000 (+133/114/100/89/80% bonus HP) damage after resistance is considered. And how would it interact with actual shields? Would the shield take the other 70/65/60/55/50% damage?

That tanking mechanic being freely applicable to anyone on your team is a bit scary. Actually, a lot scary.

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