I played Taliyah, here's my 2 cents

RookPusher··4 votes·502 views

I bought her last night and gave her a spin. These are my initial reactions.

First off, it feels like all of her abilities are secondary abilities to some other ability she doesn't have. If Taliyah were a film, there'd be no leading actors. Just 5 supporting actors.

  • ROCK SURFING - Not sure what anyone was going for here. It needs to be near a wall? I think it would work a little better if itdidn't immediately drop off at jungle entrances (mid lane). Whatever the goal was, it feels like this was an afterthought.

  • THREADED VOLLEY - This seems like it should be her main ability, but the "one rock on worked ground" thing is mind boggling. Whats the point to this? That she's moving everywhere? Ok fine, but then don't make "worked ground" last a couple of minutes!!!

  • SEISMIC SHOVE - This is a fairly cool ability, but all you've done is make it a harder version of the Ziggs ability. I suppose that's fine on its own, but the timing is so short, it almost feels like whack a mole. If you allowed me to choose a direction before executing it, the ability might be better. Currently it feels like you've just made it hard for the sake of making it hard.

  • UNRAVELED EARTH - Either increase is range, or decrease its timer. As is, anyone getting caught by this is feeding

  • WEAVER'S WALL - Seems fine. It's not that cool of a move over all, but they don't all need to be. Has some great gank potential. I'm fine with it all things considered.

It seems like she wants to be a control mage. If that's the case, the changes seem to be an easy fix. If I were engineering her tuneup, here's what I might do:

  1. Move her away from Ziggs. Her W needs the biggest change in this regard. If its going to be called Shove, then make that the main ability, not some weird "maybe a shove" thing that you have a high potential to screw up. I'm all for things being hard, but not artificially hard simply because it was designed poorly.

  2. Unraveled Earth needs to have a stun associated with the damage portion of the explosion. If all I'm getting after keeping someone in it for 4 seconds is more damage, I'm getting robbed. For 4 seconds, I should get 10k gold and a free skin. Seriously, how long does Morgana's root last? 3 seconds? And people already make eternity jokes about it.

  3. Her passive is so bad it may as well not be an ability. Speaking personally here, I only use it if I'm trying to fend off a tower push. Otherwise I'll take the extra ~3 seconds and look at the mini map/ward/etc.

7 Comments

Nameless Voice4 votes

I disagree. I don't think that you understand the champion.

She is a champion who excels at roaming - a lot of her kit is focused around it.

Her passive lets her roam around the map quickly, especially around jungle areas.

Her Q deals insane damage, but can't be repeatedly used in the same area, giving it a really interesting and unique interaction with clear points of power and weakness. She excels at mobile skirmishes and chasing / fleeing, while being much weaker in immobile prolonged fights.

Her W and E are her zone control / laning abilities. Her W is a little awkward to use and difficult to hit, but that's fair considering how powerful it is. It gives plenty of chance for outplay on either side.

Her E is short-ranged, forcing her to take some risk to use it, but does decent damage with a very low cooldown. It allows her to zone an area and helps her deal with highly mobile champions by forcing them to stay away from it or take damage. Finally, throwing out her E and then pushing an enemy over it with W before following up with a full Q is devastating. Hard to pull off, but it does a huge amount of damage.

Her ultimate is also great for roaming - after can set up a wall behind an enemy lane to funnel enemies into the death zone of her other abilities.

RookPusher1 votes

I'm fine with her roaming, but unless she's working ground all over the jungle, then then she's still not in a position to roam. In lane she's highly mobile with enough worked ground, and I think that's fine. I just don't know why her Q is punished for it, and I disagree strongly that she's great to roam in the jungles. If that's the case, make her her passive work in the jungle period. Call it "off the beaten path" or something.

Overall I'm fine with her concpet, I just think they worried about her being OP so down-tuned her far too harshly.

Nameless Voice1 votes

But she's quite strong / balanced now. Any further buffs would make her OP.

Where would you want to take power away from her to compensate for these buffs?

RookPusher1 votes

I'm going to disagree with the premise. She can be strong. Her abilities seem over tuned. I don't know why, if she's a roaming, poke mage she hits like a truck, but if you're looking to balance her power, then take it off of the higher tiers of maxed abilities. But overall I feel like she's got a high skill floor for all the wrong reasons.

In otherwords: We didn't really make anything logical about her abilities, so to make up for this, if you can make these clunky abilities work, we'll let you deal tons of damage.

Chaos6893 votes

Agreed! She needs a real core ability that synergizes. Currentyl the only unification in her kit is "If you land this impossible W you might get like 70 mroe damage WOO HOO

Flaherty2 votes

I think either decreasing the time ground stays worked or increasing the amount of rocks she throws on worked ground would work wonders for her, make her throw like 2 or 3 rocks instead of 1.

MLDzXnRRR2 votes

She is strong ony, if you can land W+E combo. Taliyah is not easy to play.

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