Taliyah Change Ideas!
Taliyah is feast or famine, people who can dodge stomp her, people who can't are stomped. This is not healthy for the game as a result. Here are some of my ideas for Taliyah's changes.
Ideas for change:
Increase radius of W/Decrease delay on W or some of both. Compensate by decreasing damage of E + W. Taliyah becomes less feast or famine and more consistent. and/or Make Taliyah's E have slow that scales by rank so that E + W combo is easier to hit but still rewarding for enemy if they are good at dodging. If Taliyah is forced to level E first instead of Q, she has weaker damage output. Makes Taliyah more versatile + encourages experimenting.
Current passive is very underwhelming. There is not much interaction in her kit with Worked Ground, which is a really interesting and unique concept. Solution: Rework her passive so that Taliyah gains a burst of movespeed upon entering Worked Ground, instead of constant movespeed to feel more impactful. Turn her cancollide off temporarily + add almost flying animation to Taliyah as she enters worked ground, think of Q's Flying animation. She can now hop over small walls e.g. ult. Also fits thematically with her being a "sparrow." Additionally, helps Taliyah to escape. Becomes less punishing. Her hover can be interrupted by any spell cast. This seems very strong. So, to compensate, a cooldown of around 30 seconds can be added to this. But this leaves the problem that Taliyah will use it at the wrong time! Solved in next change.
Edit: I'm not so sure about this one now, it makes her Q more complex than necessary without adding much and probably is not needed anyway, but I'm still all for the visible timer and the movement speed coming in bursts.
Change Q, so radius of worked ground is increased, but it requires 2 casts to work it completely. E.g. First cast on unworked ground yields 5 rocks, second cast on semi-worked ground yields 3 slower rocks and works ground completely. Allows Taliyah more time to reposition, giving her flexibility and stopping her from being zoned completely. Taliyah could only hover after using q on partially worked ground, but still gains bursts of movepeed on any Worked Ground. This helps balance Taliyah's newer strong passive and gives her more flexibility and interaction with the Worked Ground concept.
Add visible timer to the Worked Ground. E.g. Cracks can form an inner circle on the ground. The circle forms over time. Once the circle is complete, ground becomes fresh once more. Alternatively, there could be a visual warning that some worked ground is about to expire. Allows for opponent and Taliyah to position more effectively.
