Could we make Irelias stun duration scale on the Targets health difference agasint her?
Irelias stun is frustrating to play against, that sums it up. You're punished for doing well against her.
So what if we made Irelias stun duration based on the percent missing health difference between her and her target?
- If target has 1% - 20% higher health then Irelia, then the stun last for .75 seconds. If the target has 21% - 40% then it stuns for 1 second 41% - 60% stuns for 1.5 61% - 99% stuns for 2.25
This would stop her from assassinating carries for doing one ranged auto against her, before she closes the gap, while keeping close battles against her fair, since in a 1v1, both of your healths should be declining, keeping them within a fair percentage.
This also helps her against opponents who are snowballing, since a well timed stun at low health could turn the battle for your team. That's just my thoughts at Irelia.
Do any of these Champions look like they want to buy a
an item costing 1500 gold that gives magic resist against an AD/True Damage Champion and whose active has a 90 second cooldown verses a 10 second cooldown? 'Buy a QSS' is not always a viable argument, nor should it be. 'Don't be close to low-health minions' and 'Buy a QSS' aren't always viable strategies and the fact those are the only two you suggest implies in and of itself how ludicrous the stun is.
vs
? No. But I have to. Some abilities can only be counterplayed by items. Like Zed's ult. If you spend those 1500g on damage items then you'll be doing less damage than if you spent it on a qss because you'll be dead. It's logic.
> Zed ult ???????????????????????????????
), they have something that ruins your W dps (
).
For everything else you max W-E-Q.
Always max Q last.