Thoughts on Taliyah and QOL

Katy chan Dragon·5/19/2016, 4:29:14 PM·2 votes·586 views

I bought Taliyah as soon as I knew she was out because I'm an Avatar fan, and while I really like her concept, the more games I've played as her the less good I feel about her. I'm no stranger to control mages as a big fan of Anivia, Orianna, Zyra, and especially Syndra. I think, and I've seen a lot of people agree with me on this, that's she's just way too clunky, especially as far as her most impressive combo, which they talked a good deal about in the spotlight, WE goes. The devs have already said they don't want to make her W a vector cast (Viktor Rumble ), which is honestly okay because, as they said, making it a vector cast would force Taliyah players to try and compress their cast time in a very difficult way, because the cast for vector spells only STARTS after the second cast. Having Taliyah's W be activated twice allows you to land it a more reliably, which is a good thing because it's a small AOE anyways with a pretty long cooldown. Alright Riot, reasonable enough. The problem with her W is that it locks her into a long animation, and that's not all. I play with range indicator quickcast, so maybe it's just a bug specific to that setup, but I've tested multiple times and found that you cant cast spells before the second activation of her W. You cant go WQW, basically. There are no advanced techniques. Your options with her W are these:

Option 1) QW, knocking the target towards your projectiles. Not horrible on its own, but it makes your E useless besides only a very small amount of damage and a slow for that target, since you can't W them into the field.

Option 2) EWW, knocking the target into your traps. This is the single most iconic Taliyah ability synergy, but it's rarely possibly to pull off, because her E has a short range combined with a LONG cast time and the field travels outward really slowly. This means that as soon as they see you start to E, they're going to be out of range of your W use before you even get to cast W, unless they make a horrible mistake. The coolest ability synergy in her kit, and it's almost impossible to land reliably even if you can hit your Ws, because the enemy just runs away from your E. Here are a couple of very small QOL tweaks that I hope will be considered, either as an implementation or just an idea:

Tweak 1: Make it so that Taliyah's can WQW or WEW by letting her cast Q or E before her second cast of W. It'd be relatively hard to land, but landing her W would pay off with more reliable damage, because right now she's just frustrating to try and land her E and W combo with. Her EW reminds me a lot of Syndra's QE or WE stun, but Syndra's stun not only goes off way faster, but it's a hard CC. It's more reliable AND more effective, so Taliyah's combo feels wayyyy too weak for what is supposed to be a cool control mage. If she could W, then place her E or cast her Q and select W's direction the instant before it goes off, she'd feel a whole lot more snappy and fun. You wouldn't have to WAIT (while your opponent backs off and laughs because they're out of your range) for the better part of a second for her E's long cast time and animation to finish before trying to land your W.

Tweak 2: In the same vein as tweak 1, but perhaps a little more radical: restructure her W very slightly so that it's still a two part spell, but it wont go off if you haven't used your second cast yet. This occurred to me while experimenting on bots with her mechanics, seeing if it was possibly to WWE or WEW instead of EWW. The gameplay would be like this: put W under opponent. E. W them into your E.

Third tiny bonus option: Just reduce the time she's locked into E and W animations so that she can cast W, apply the direction, then E before the opponent gets knocked up/lands in her E zone.

0 Comments