A suggestion for Taliyah.
When I first saw Taliyah's reveal, my initial impression was fairly negative. No, it wasn't that I thought she was boring - in fact, I like that her positioning-based play patterns feel smooth, fun and reward mastery (similar to Aurelion Sol).
However (and unlike Aurelion Sol), it was her actual combat effectiveness that had me worried. A character inspired by zoning and smooth mobility shouldn't feel so constricted by their own abilities. This "worked ground" concept makes sense thematically and functionally for balance, but the areas are so large and take so long to disappear that I feel the risk/reward of casting her Q is rarely worth the trade-off. Taliyah players already have to be mindful of their aim, the potential mobility of their opponent and any additional counter-play due to minions/living obstructions. I'm sure to many of you the previous point may come off as obvious, but it's for added emphasis.
Currently and based on early observations, she's in a tough spot. I'm sure a lot of it is attributed to players not fulling tapping into her potential (hello, Jhin), but I think it'll only take minor adjustments to get her up to par.
I feel like any one or a combination of the following would showcase how much Taliyah rocks. I hope I'm not the stonely one that laughed at that.
- Decrease the radius of worked ground.
- Decrease the time in which ground is worked.
- Reward landing a solid unworked Q by having each subsequent hit deal additional damage.
- The first hit of Q slows the enemy (based on level) that decays over time.
I hope this doesn't go on deaf ears. I'd love feedback or additional thoughts.