Taliyah, The Stoneweaver [Light rework concept]
Since the champions release, Taliyah never really fit the whole "Earth Manipulator" power that I had in mind. Her abilities seemed too fluid in appearance yet her kit always felt too clunky. I personally feel as though her kit was designed at the wrong time, when riot was experimenting with grounding mechanics to counter dashes. (Being right before the
rework, and right after the
update) which in turn hurt the champions potential. What I feel the greatest thematic for Taliyah should be the ability to manipulate the ground around her to harm her foes by shoving them into deadly traps all while weaving stones into the mix.
Passive: Rock Surfing MOVED TO ULT
Rockslinger
New function: Taliyahs auto attacks deal 8/12/18/26/ 32/40 plus 10% of ability power magic damage. This bonus is doubled and converted to true damage to targets under the affect of pitfall. *
NOTE: The reason I feel the change to her passive was needed, was because it just didnt fit a mid laner well at all. She had major damage in her kit, but there was just so much preventing her to use it half the time. Having a utility passive never really sat well with me. Adding onto the fact that any Taliyah players constantly weave auto attacks in with her combos, because her entire kit keeps her in auto range for kiting and all in engages. I wanted to encourage this level of play-style since I think it would benefit her overall, if she could weave all forms of stone. Not just that of her abilities.
Q: Threaded Volley New function: Casting threaded volley while on worked ground, grants 10/20/30% (based on level) tenacity for 1.5 seconds. Killing the target with threaded volley, or scoring an assist on champions will fully refund the mana cost instead of half. *
NOTE: The infamous worked ground, the ability that punishes you farming as a mage, when other mages have wave clear that surpasses yours. All for a much lower mana cost. It can be a bit frustrating. Rather than seeing your worked ground as a full on disadvantage when you are on it. Id much rather like to see it as a defensive stance. Much like Garens W, your Q if used at the right time will allow you to shrug off light CC abilities. Allowing you to escape and buy time for your abilities or position yourself better. Or allow you to use it for farming last hitting.
W: REMAINS UNCHANGED.
NOTE: Nothing is wrong with this ability in the slightest. It is by far my favorite ability from her and is the basis for the core of her new kit.
E: UNRAVELED EARTH REMOVED!!!
New Name: Pitfall
Mana cost: Unchanged from original
Range: 800/ 850/900/1000/ 1200
New functionality: Taliyah causes the ground (approximately the size of her w) to sink after 1 second removing any worked ground it is cast on from the start of the cast, trapping any targets inside for 2.5 seconds and enhancing her auto attacks. Enemies with a blink or a dash can escape early.
Passive: Longfall, any enemies in the area that are currently Airborn causes her Pitfall ability to sink the ground in .25 seconds. Enemies who are caught in the Pitfall after being airborn and land inside are stunned for 1.5 seconds, and slowed by 70% for .5 second afterwards. Taking 100/ 140/200/240/300 + 70% (ability power) Allies inside, may be cast out of the pitfall from the use of Seismic Shove.
Note: This is the biggest concept I wanted to push on this. Taliyah doesnt fit the bill of being an anti dash. I personally feel she would be much better suited at being a character that catches out people, and figuratively pulls out the chair from under them. Being able to lift the earth, and pull it down at the same time. The damage values might be high, but its meant to reward experienced players from being able to react fast enough to pitfall their own w and its direction or say a Malphite ultimate. it provides her a means of escape from characters with crazy movement speed by dropping the flood from under her and launching herself out, and gives her a high skill ceiling for a reason that isn't just that she has so many handicaps in her kit design. The exact damage ratios are tentative, but what I'm pushing her is the concept. Id like people to have an open mind on the ability however, because like before her ult still doesn't do damage.
R: Weaver's Wall: Unchanged. Passive: Stone Surfing: aliyah gains up to 20% - 40% (based on level) bonus movement speed by moving near terrain or structures, which builds up over 1 second and decays over 1 second upon moving out of range. Entering combat disables Rock Surfing and places it on a 5 second cooldown. This cooldown is continuously refreshed while Taliyah remains in-combat. Activating a damage ability will reset the timer. Casting threaded Volley on worked ground will not break it unless the ability strikes a champion or elite monster. Using it in combat halves this bonus but allows Taliyah to maintain the effect for the duration of her Tenacity buff.
Note: This was moved to the ultimate for the reasons above. However, as an ultimate passive I feel that there should be a little extra for having to wait 6 levels. This further encourages the gameplay of using her worked ground as a defensive area. Allowing her to use her passive as an in combat escape for a second should she hit a perfectly timed q and carefully chosen escape paths.
Thats basically the entire kit design. Ive been thinking about this for a very long time. Some of the seeds of this rework came to me a week after her release date. A lot of inspiration for this idea came from other champions abilities and passives, but also through other fantasy characters that were able to effectively manipulate ground. This is my first ever written rework concept posted here so please be polite, id appreciate constructive criticism mostly. If you like the concept, and would like to see more for other champions. Just leave a like and a comment.