Help Taliyah become a viable Mid-laner!

lhAsCaNdy4U·6/2/2016, 4:42:48 AM·3 votes·552 views
Patch 6.11 notes

A repost from 6.11 patch notes.

A thing about Taliyah's kit.Taliyah It doesn't make sense that her Q could deal a possible 300% (especially when the numbers of her Q's full damage would deal as much damage as, say, Lux's Q) on her first cast, but only 100% when she's on her worked ground. This is where she lacks damage in her kit early on. With no ap and cooldown, she does little damage early on, especially when her ult does no damage, and one of her abilities is meant for cc rather than damage. Meaning the main source of damage comes from her Q and traps (which takes a certain amount of skill to set up).

To make her damage more reliable and consistant, seeing how she is meant to be a zone mage, how about making her Q on the worked ground do the full amount of damage (up to 300%), but taking some time to charge up for it, say 2 or so seconds. The damage increases the longer it charges. As high-risk high-reward, she would be immobile while charging thus leaving counterplay, as her worked ground grants her movement speed that she is not taking advantage of while charging, or she can move, but reduced speed like xerath's Q. This could mean a possibility of doing the full damage to a champ with one shot, or just completely missing. The mana would not be reduced since it could be doing the full amount of damage.

This would make players (or at least me) actually want to stay in worked ground to do a decent amount of damage especially since her Q has no CC and her main form of damage, (or is supposed to be, but I have seen people max her traps and do a whole lot better than maxing Q).

If this makes her way over the top or too overpowered, then there are always numbers that can be worked with.

I believe this is a more reliable kit, damage wise, rather than having her worked ground be her greatest weakness capping her damage.

Just stating what I have in mind, please feel free to add to subtract from here.

EDIT: I was talking to a buddy of mine and he also said

"W e mana costs lower. Warped q needs ms buff and if not mana buff. And if not for both then make q shoot one to two more shots still keeping the mana refund. And if anything. Change passive to also give more ms near wall or just change it to anytime passive. Meaning even in combat she gets ms if near wall and moving."

This would give her more overall potential from her current state, as I see that she could possibly a high tier pick.

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