A suggestion for Taliyah.

Raharu·5/23/2016, 2:48:28 AM·5 votes·643 views

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.

2 Comments

Eternal 7 5/24/2016, 2:13:30 AM2 votes

i feel the worked ground duration is far to long , 2 minutes ?.. i mean sure the mana cost is halved when using Q inside of it , but when the damage is like a basic auto attacks worth of damage , its pretty meh , and the speed boost you get from it isn't really that impressive, or really helps you much in lane ...maybe if it raised your resistances/ armor while inside it , to make up for the lack of damage ,, especially when 90% of mid laners have long range , high damage , gap closers , the speed boost doesnt really do much good there ,and considering her passive is already a speed boost , i find that having the same passive in her worked ground is kind of wasted

..., when i first saw worked ground , i thought it would be something like riots classic , 3-4 hit passives ,

Example ... bards healing relics , he can only use 3 , and when he puts out a 4th one , the previous one disappears

As for taliyah , hers are just up for 2 minutes , i would love if , maybe you could only have 3 worked grounds on the field , and using Q again either gets rid of a previous one , or drastically reduces the cooldowns of the others , or at least the one previously used

i love her Q and the animations for it , but ... i feel worked ground is more so hurting her , rather than aiding her , in lane / teamfights

so yeah , me personally , id love if her worked ground was a ,

" Can only have 3-4 whichever ...on the map , using another either reduces the cooldown of the previous one , or gets rid of the first one used "

" Replace the speed boost of worked ground , with standing inside worked ground gives extra armor / magic resist " considering how she does use earth powers , and well you know , earth is sturdy XD .... and considering how shes fairly easy ,to lane against for a good majority of Mid laners who can easily burst her down

And also since the Q damage will be less inside worked ground , id be happy with the damage being half of the normal burst , rather than 1/4th of the damage

"pun alert " her Q's passive just isnt giving her enough ground to work on [slayer-jinx-wink] but over all , i love her XD

Arakadia5/23/2016, 4:10:08 AM1 votes

This sounds pretty good actually!