Another Illaoi thread

PL Ordaricc·12/13/2015, 1:47:36 AM·2 votes·638 views

^ Yep.

Lemme get this straight first: I don't think Illaoi is op. She's definitely broken gameplay-wise though.

Her passive is basically not existing, since tentacles take a while to spawn and you can cut them off with two aa, it's very difficult if you are playing against a decently skilled player to use them for your W (which is also the whole purpose of the passive).

Her Q is just wrong: it takes 3 hours for Illaoi to channel, and when she's done for, she'll hit you for "wait what the f.uck"-kind of damage. Which normally would be "fair" (Sion's q anyone?) But in reality, the thing that bugs me the most is the hitbox. Visually it looks waaaaay smaller than the actualy skillshot, making it frustrating to get hit by mistake and not by actualy prediction from Illaoi.

Now, let's talk about her E. I would be fine trying to dodge a linear skillshot. I would be fine in dealing with her smashing my spirit if I choose to not fight. I would be fine in becoming a vessel if I was to leave the rather large area of effect or if my spirit dies. I would be fine in having to kill three tentacles to remove the curse that prevents me from doing anything, even recalling at times.

I would be fine with all of this, IF IT WAS AN ULTIMATE.

Like, wut? 35 mana and 20 sec cd at level 1? Up to a whoopy hold on to your seats 75 mana and 12 sec cd? (not to mention item 3071 being an optimus item for her)

Besides stats, there's also another large problem: if Illaoi leaves the area of the spirit or she dies, the tether won't break. I find it odd, frustrating and very common for Illaoi's to use Test of Spirit on someone chasing her, so that they get the 80% mvm speed slowing effect (because yes, she also slows for 80%, even though it decays).

On another note, the spirit is stated to get 100% of the current health of the target, and all the damage dealt to it will only go to the body for a percentage of the damage taken. The problem is that the spirit's health won't decay when the body's health does, making it possible for Illaoi to kill an enemy champion by bashing their spirit if they also take "body damage" in the mean time.

4 Comments

Nagoh Shan12/13/2015, 1:54:25 AM2 votes

[{quoted}](name=PL Ordaricc,realm=EUW,application-id=3ErqAdtq,discussion-id=0Ry2pEw3,comment-id=,timestamp=2015-12-13T01:47:36.670+0000)

On another note #2, the wiki says that scoring a takedown on Illaoi breaks the curse of the vessel, but I remeber very clearly being one even while she was dead (could be wrong here, cold be a tooltip bug or dunno). Probably happens when Illaoi throws her E, then dies, and then you get cursed because you leave the area of effect.

Score a takedown means last hit. If you only get an assist it won't count and you remain a vessel until you kill three tentacles or 1min expires, even if she's dead.

I've received a few posthumous kills because of this, and people's refusal to move out of the tentacle AoE.

13743412/13/2015, 1:56:58 AM2 votes

My problem with E is it gives the illusion that you can determine your fate...but in reality things are mostly stacked in her favor. It gives you a big large boundary and a punishment for leaving the area...but staying in the zone results in damage _and _ a high probability of getting the **exact **same punishment as leaving. Which means just getting hit by E feels all around crappy, and very difficult to determine what you should actually do. Getting grabbed by blitz sucks for example, but at least you know you should instantly run or flash out (unless you are someone like Amumu)- even if Blitz or his allies make that hard. Getting hit by Illaoi's E just feels like a huge taunt- "Haha you got hit by my skillshot, I'll give you the illusion of choice but no matter what you do you are going to receive quite a bit of damage and also have your focus distracted for the next for minute."

I'll copy what I posted in another thread: Personally I think it should be: If you get E'd and run out of range-> slowed and vesseled (although maybe make it easier to remove vessel). Tentacles are "punishing" you for being a coward.

Stay in range entire time-> never get vesseled. You took the damage, you survived the test of spirit, you get rewarded by not being vesseled. Maybe make it so that if spirit is killed you receive the slow (but not vessel status). Do something to fix situations where enemies can hit spirit and enemy with same skill at same time though (i.e. damage from spirit isn't transferred if spell also hits champion, but spirit still takes damage bringing it closer to death).