Talk:Talon/@comment-4924564-20130723231952/@comment-9533487-20130723235922

That passive sounds amazing....you could go in on the opponent laner for longer fights with that, because you wouldn't need to leave before the W slow ended. His Q's cooldown doesn't need to be improved, but if they would make the damage part of the bleed reduce over time then it would be more rewarding to stick to targets, considering it's possible to reduce the cooldown to 2.4 seconds...so just under half your possible bleed damage (not more, because I'm accounting the casting time and the fact that you sometimes have to wait a tiny bit of time to guarantee an AA reset) could go to waste during extended close-range fights in lategame.

This isn't a likely scenario considering fights don't usually work that way, but it would keep that from effecting his damage as much if the bleed damage was the same total, but the DoT reduced to around 25% damage left to go after 3 seconds. You don't usually see the whole damage of his Q because so much damage is stacked into that bleed effect (but only if you have decent bonus AD) and after earlygame you aren't able to Q someone unless you really need them to die in the next 1-3 second(s), otherwise you're probably going to die along with them.

My other thoughts:

Make the bleed work on minions and monsters, not just champions.

Instead of having a scaling cooldown, make E a flat cooldown of 10 seconds to give Talon a small opportunity to use it as a situational escape from bad fights. Alternatively, make E reduce cooldown every time Talon hits an enemy champion?

Give W the bleed effect, but keep the current total damage the same (in other words, Q has the same damage and scaling, but none of it is stuck into the bleed. Same with W, only some of its damage is taken away from hitting people with it, and put into a bleed).