Let's talk Taliyah's W

Sire Hippington·7/14/2016, 5:18:53 PM·4 votes·570 views

Most probably noticed that there are many posts complaining about the changes to Taliyah's W, many want it to be reverted and don't like Vectorcasting. However, befor that patch, most people seemed to be very happy about W finaly getting changed into Vector casting, which was asked for since she first hit PBE.

Now, how does it come that Vectorcasting which was first requested and recived alot support from the comunity suddenly gets declined by the comunity? One might say it's because the ones that wanted it aren't the same as the once that decline it now, but i think that's not entirely true. The main issue is that there were multiple different changes to her W, and people don't like the outcome but don't differentiate which part of the changes they dislike in particular.

So what are the different things that changed on her W and how did they change?

  • The casting pattern(the input)
  • Befor the changes: Press button -> release button -> move mouse -> press button -> (releasebutton - not relevant to the cast anymore, but gets done non the less)
  • After the changes: Press button -> move mouse -> release button

-So prettymuch all the input changes did was removeing clutter from it by reduceing the number of necesarry actions

  • ** the implementation of the casting pattern(input processing)**
  • Befor: Cast starts on first input(button press),moveing the mouse sets the direction and the second press confirms the direction, locking it in. Not locking in any direction befor the cast is finished results in a knockup, so does finishing the input chain without really moveing the mouse.
  • Now: Cast starts only after the full input-chain is finished, no option for a knockback implemented, causeing the start of the cast to be delayed by input.

-So this is where imo the issues are located. Some players miss the option for a straight knockup, but mostly the fact that the cast starts after the last input-action rather than the first makes it feel clunky.

  • The behaviour on out of range casts.
  • Befor: If cast out of range, it would be cast on maxrange instead.
  • Now: If cast out of range, Taliyah will try to get into range instead of casting it on maxrange

-this also can be an issue for many players, especially when trying to fast combo W+E on max range target.

What i suspect is that most players actually don't have issues with the new input provided by vectorcasting, but only the way it is implemented. So the correct solution would not be changeing the entire casting pattern back to where it was, but keeping the vector cast-patterns and improve the implementation:

- Lock in the cast on the first action(button press), use the other two steps(move mouse, release button) only to determin the direction and confirm it. If no direction is choosen till the cast finishes, it's a knockup. It also is a knockup if you don't move the mouse far enough after the first cast(Like you have to move it atleast~75 units to choose a direction).

This kind of would be the new casting pattern with the old implementation, giving you all the profits from the old W while reduceing the needed imput to a minimum.

5 Comments

Athina7/14/2016, 6:00:52 PM5 votes

The timing delay seems to be the biggest thing, at least in my eyes. The vector casting implementation feels so lazily slapped on, like they completely forgot why they had the original casting method in the first place: to begin the cast as quickly as possible. A number of people also want the ability back to only knock them straight up, since moving them for no reason can mess up your teammate's ability combos.

inplane7/14/2016, 11:10:32 PM3 votes

This is a pretty good change. However, it does seem a little bit hard to code with the 75 units and all that.

Also, thank you for clarifying the issue. It's how it's implemented. Vector Casting itself is fine, but it doesn't suit Taliyah at all right now. I swear there are going to be people coming in here and be like "This isn't Vector Casting! You don't get it at all now shut up and git gud!"

Partholonian7/14/2016, 10:22:14 PM1 votes

[{quoted}](name=Don Cingulum,realm=EUW,application-id=3ErqAdtq,discussion-id=sWPWj328,comment-id=,timestamp=2016-07-14T17:18:53.849+0000)

Now, how does it come that Vectorcasting which was first requested and recived alot support from the comunity suddenly gets declined by the comunity?

The boards aren't the community. And within either of those groups, different people want different things.