Thought on Talon, ~50 games on reworked
I feel this guy was totally forgotten about out of the champions which were reworked. His rework had so much good in it and with a few small changes he could be so awesome.
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Too much damage on passive, not enough damage on ult A bit like leblanc, his passive does like 3x the damage of his ultimate. This is a problem to me because sending his ult blades through the enemy team as he jumps to a carry is his only real teamfight contribution (past the assassination, if he can make one). They do almost no damage, yet his passive is STACKED. His passive, while incredibly hard to proc on someone who knows its threat, does far too much damage at lv1 to lv3. If you proc it and you took ignite, you get first blood. It's pretty much that simple. It's far too much damage that early on BUT also way too hard to proc since you must AA it. So that leads to the next point
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Allow his r -> q to proc his passive, if they have 3 stacks With a lower passive damage, I think it would certainly be fair to allow his passive to proc off of his rq, if they have 3 stacks. Right now, you must hit with initial r, then q them, the r goes into them and you get 3 stacks. However since you much AA after, this is surprisingly hard to proc since you already used your gap closer q. If his ult damage went up, and passive went down, it could make for the same amount of damage total except his ult blades would do more to OTHER enemies as he goes in. This would overall be a buff. His teamfight damage is very lacking and I believe this is a key reason his win rate is so low. As shown in the past
killing your laner a bunch and then going 1 for 1 at best in team fights is NOT ENOUGH to have a 50% win rate, healthy/viable champion. Talon, like zed, needs to have some better teamfight presence in order to be played. Putting more power into his ult and less into his passive would do the trick I think. -
Revert movespeed nerf, or add it to that movespeed on his ult This feels so silly when playing him in lane and trying to get in range to q. It also effects his ability to run at someone during his r, before it runs out. I don't see why it needed to be nerfed and this could be reverted for sure. It basically means until
, you have to flash every time you assassinate someone. Unless you can jump over a wall right on top of them, which is circumstantial at best. Assassins need to be able to gap close without flash, basically all other assassins can and even several mages/fighters/adcs can too -
Fix wall jump bugs, as shown here: http://imgur.com/a/eKobN Talons e often puts you in very odd spots, jumping in a completely different direction than where your cursor was. In this image, I have my cursor over the small wall. It is within range of my e circle indicator. I press/release e, and jump backwards and to the right, landing on the same side of the wall as I started. Since that wall goes on cooldown, I die. This happens far too often and I suggest that riot looks into this unexpected behavior and ensures that if e casts you actually end up on the other side of the wall kind of near your cursor