Illaoi's E Actually Isn't That Bad

VentusDragoon··1 votes·673 views

Okay, I know we've all had our fair share of pain against Illaoi's, getting taken out in 3 seconds flat when she's 4 levels behind, getting chased to base by tentacles with barely any health, etc. etc. But, while everyone has their own experiences with it, I would like to say that Illaoi's E actually is not that bad.

First, let's start with the counterplay. You either back off and kill 3 tentacles, or you fight her so that you don't become a vessel. While the former would cause you to lose farm and the latter is quite impossible in anything except a 1v1, there's the counterplay. Her Q, while not as sluggish as Sion's, is fairly telegraphed and you can dodge it if you see it coming or have a dash, unless of course you're minion blocked. ( I believe Riot fixed that though... we'll see.) Her W is simple, and I don't think I've really heard anyone complain about it. Her ult, while of course doing absolutely massive damage and healing, is avoidable, especially if you can hold her off from engaging.

No, the real problem, the main problem I see with Illaoi is-- the magic word of Riot-- CLARITY! I'm not talking about telling exactly who got hit by her E what to do if they're new against Illaoi's, but more so the effect of it. Illaoi's Vessel debuff will end if you kill 3 of the tentacles that spawn to attack you. However, YOU have to do the last hit on them for it to count towards the counter to end the debuff. This is the clarity I'm speaking of. If you are near anyone or in a teamfight or such, or playing ARAM or any other similar thing where you'd be around others, people's first instinct is to kill the tentacles on sight, because why let something survive that's hurting you?

Unfortunately, since it doesn't count towards ending the debuff if an ally kills the tentacle (or even if you do the first hit and they do the second), this causes in most cases for vessels to be stuck spawning tentacles to kill them for the full minute or so that the debuff lands, because if you're in anything except a voice chat with your team,** there is almost no possible way they would know specifically which tentacles to kill and which to leave alone, or pay attention to which ones are spawned by you so they don't kill them.**

Aside from saying "You have to kill the tentacles," there is absolutely no tooltip or clarity in game, or even on the champion page in the client, that says that your allies are not allowed to kill the tentacles you spawn. This leaves practically anyone who gets Vessel'd in a teamfight or gathering to helplessly not be able to do anything about the debuff if they're anything less than a tank and can't rush into the front lines to fight Illaoi in the middle of 4 other enemy champions.

I'm not saying that Riot should go and make it so that allies can count towards the counter or anything or any other such nerf like that, but I do really, really believe Riot should either make the tentacles spawned by a Vessel invulnerable to allies of the Vessel, or state specifically somehow in game every time someone becomes a Vessel that allies cannot be the ones to kill the tentacles.

Of course, it's doubtful that Riot will see this post as most end up getting Necro'd in a matter of hours, but this is something that really needs to be done in the best interest of the game, especially since everyone will want to play the newest champion. I'm not going to upvote hog or anything and ask everyone to make sure this gets to the front page, but it would be really helpful if maybe you guys could spread the idea around if you see a Rioter posting on the boards. Thanks everyone.

TL:DR- You really shouldn't need these but: Illaoi's E lacks clarity on that allies can't kill the tentacles you spawn for the debuff to end. This is rather unfortunate for anyone that becomes a vessel and is nearly impossible to stop unless you're in a voice chat with your team. Hopefully Riot will notice this post or the aforementioned problem and do something about it.

7 Comments

The Voids Call3 votes

It's not that illoai's E is too stronger or something, it's just that it feels like it does to much, and punishes you to hard for getting hit by it.

It's a slow, either buffs her damage against the target or acts as a sources of free damage, and then also applies the vessel mini-game.

That's why i say move the vessel mechanic to her W. One stack is applied per W hit (either against a champion or their spirit), and it stacks up to 5 times. If the target is at or above 3 stacks they get the same vessel mechanic they do now.

It'd just smooth out her kit, making it feel like there was a meaningful choice in which order you decide to level up your abilities.

VentusDragoon1 votes

I sort of like the W idea, but how would you balance that? The stacks would have to not fade off for a good 30 seconds in between because of her W cooldown early game. It would give a bit more counterplay though. But what would you do with her E then? Just pull them in like Darius+Slow so you can Pull>W>Q combo? That would give a bit more style to her kit but it would make her a bit less unique.

Nogrim1 votes

moving that to the w imho would be a bad idea, i already abuse the crap out of it synergizing with sheen and titanic hydra putting more in to the W would be a bad idea.

i think clarifying the visual of the E would go a long way toward fixing some of the problems.

Penns2 votes

I doubt anyone still thinks Illaoi is too strong lel

Nogrim1 votes

ive got her to mastery 4, the vessel effect to me always felt like more of an ult in terms of its complexity, i feel bad for the people i fight because in most games where i dominate i can pretty easily blame it on the enemy not understanding how to handle the E they end up letting me kill it once and you see them panic and running from the tentacles, and then after that they try to flee the ring, which only sets it off faster.

though if you moved vessel away from the E it becomes useless, its already pretty easy to dodge and see coming so i feel as people become more accustomed to fighting her the impact it has on how strong she is will wane

i think the need to look in to making it more obvious how it works.

adding something like tahms lick counter but in reverse for the number of tentacles you need to kill to end the effect would help on that end (maybe 3 marks that drain over time or each tentacle kill this way illoai sees how much is left, and allies can see how many kills you need.

as for the spirit the ring effect needs to more clearly show that leaving it will also trigger the effect, the current one makes it appear fleeing with end the trap and free you instead of triggering it, if the ring appear more like say threshes ults walls people would have a better hint that crossing the threshold would be a bad idea

VentusDragoon1 votes

I actually really like that Tahm/Brahm counter thing, where it would add up or tick down depending on how many tentacles you have left to kill.

The problem in it still remains that's it's nearly impossible to kill 3 in a short amount of time with allies around killing them as well.

Nogrim1 votes

if there was an indicator on you at least after a little while people would realize it showed what you needed to do to shut them down and maybe they would kill less of them.

once you realize the tentacles start to attack as soon as you are in range, and that they have a big wind up, if you dodge the first slam its easy to kill them. i think the big problem is people don't know how it works or how to stop it. i am biased as i player her a lot but i think before its nerfed it needs to sit awhile. no sense in nerfing it before people even understand how it works.

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