[Rework Concept] Taliyah, the Stone Weaver

SSmotzer·9/5/2018, 7:08:20 PM·1 votes·2,081 views

https://vignette.wikia.nocookie.net/leagueoflegends/images/e/e7/Taliyah_Promo.jpg

Passive - Land Surfing: Taliyah gains bonus movement speed when near terrain or while on Worked Ground. Taliyah can also surf over small pieces of Terrain.

  • Throwing Stones: When Taliyah lands a critical basic attack on an enemy champion, she causes a rock to appear where they were standing, which lingers for 4 seconds before exploding, dealing a small amount of magic damage to enemies. If an enemy dashes over the rock, it erupts, interrupting their movement and dealing bonus magic damage.

Q - Skipping Rocks - First Cast: Taliyah throws a rock in a target direction, dealing magic damage in a line. Any rocks on Worked Ground will also be flung in the target direction, dealing reduced damage.

  • Second Cast: If Taliyah has at least 50% Crit Chance she can fling all of the rocks on Worked Ground in a target direction, dealing magic damage in a line. With reduced mana cost.

  • Third Cast: If Taliyah has 100% Crit Chance she can again fling all of the rocks on Worked Ground in a target direction, dealing magic damage in a line, at no mana cost.

W - Seismic Shove: Taliyah marks the target location and selects a direction. After 1 second, the ground erupts, dealing magic damage to all enemies hit and knocking them in the chosen direction for 1 second.

  • Rock and Roll: If Seismic Shove is casts on a Rock, it will greatly increase in size, be knocked in the target direction and explode, dealing magic damage and knocking up enemies where it lands.

E - Unraveled Earth: Taliyah shifts the ground around her and lifts the earth in a cone, slowing all enemies and dealing a small amount of magic damage to enemies in the cone. Enemies who dash over or are knocked through Unraveled Earth's area of effect cause their movement to be interrupted and dealt bonus magic damage.

Casting this ability causes Taliyah to create an area of Worked Ground around Taliyah that lasts 120 seconds.

R - Weaver's Wall: Taliyah channels for 1 second before summoning a massive wall of spiraling rock that tears through the battlefield in the target direction, creating impassable terrain for 5 seconds and knocking aside allied and enemy champions it passes through as it emerges.

Taliyah can reactivate Weaver's Wall while channeling to ride atop the wall at 1500 speed as it emerges. Taking damage or inputting a movement command in any direction will force her off the wall, which will continue along its path normally.

Reactivating Weaver's Wall again destroys the wall instantly.

37 Comments

Arakadia9/5/2018, 11:04:31 PM2 votes

Your reasoning for applying crit to her kit is to make a crit mage. I have a few problems with that.

The first revolves around what you change her scalings to. If she is still an AP champion, then there is no way she would build crit. If you change her scalings into AD then she literally just becomes a weird utility marksmen. If you want her to be a crit AP mage, you need to give her ways to access crit/use crit more effectively.

Additionally, if you got her to build crit, she has no access to a large part of her kit until she gets crit. And even then, she has to hope and pray to RNG that she can spawn some rocks. If so much of her Q and W power is put into rocks, then her kit suddenly becomes significantly more RNG.

The other issue I have for making Taliyah a crit based mage is that it seems too forced. It doesn't push her gameplay to better fulfill her thematics. It doesn't fix gameplay issues.

All it does in fact is just change her role significantly.

If Taliyah was going to get a significant rework I would prefer it be to push her as a rock mage, maybe influencing or manipulating terrain to some extent. You do this a little bit by having her summon rocks, but her being crit oriented doesn't make much sense for her.

Finally I assume that her Q still creates worked ground? It seems odd you remove the unique 5 shot mechanic. Also I suggest changing the W's effect on rocks. Chances are that if you can crit>W they will have walked away from the rock by then. Unless the rocks are really big when summoned.

Anyways thats all I've got today.

BeatzBoyFTW9/6/2018, 5:26:51 PM2 votes

Again with the way-off "rework" changes?

Chembaron Yamada9/5/2018, 7:35:49 PM1 votes

Why would you want to shift Taliyah, who always has been a classic AP mage, into a crit oriented build? This seems extremely weird and you don't mention any changes to scaling, so she still scales with AP and therefore she will always miss out parts of her kit for either missing the AP to increase the damage or missing the crit to utilise the kit perfectly?

Get Ogre Here9/5/2018, 7:37:39 PM1 votes

You have to build crit on a mage...? That doesn't work. It seems like you're trying to fix something that isn't broken. If you just tag on little new things to Taliyah's already existing abilities that'll just make her a Ryze 3.0 (because Azir exists) and we know how that goes.

BLIGHTBRINGER9/6/2018, 12:40:40 AM1 votes

Hmm, next Nightblue3 video...

##NEW TALIYAH BROKEN REWORK ENEMY TEAM AFK'D AFTER THIS ONE

Taliyah item 3031 item 3087 item 3094 item 3036 item 3026 item 3006

######JK PLS DON'T HURT ME