The Illaoi Changes

BloodLordVorath·5/4/2016, 9:09:08 PM·9 votes·1,439 views

Hello Fellow Summoners,

I usually don't make posts like these (or any at all, really), but I've been looking at the changes that were made to Illaoi, and it seems like the Test of Spirit is now almost not worth the mana cost at early-mid levels. I've only played a couple of games, and I'm planning on playing more to see if that holds up, but so far my prediction has come true, and it's a little heartbreaking :/.

I've found that most enemies will just walk away because the consequences are so sort lived that it makes more sense to just leave for 10 seconds and walk back in, than actually fight and get slapped by tentacles. It was hard enough in the first few levels to actually kill the spirit, so if they did walk away before the changes, it was a decent wait for them to avoid tentacles, or risk going in. If they did enter, they'd have to avoid the tentacles that already existed slapping them. Of the couple games I've played, none of the spirited players's debuff ever lasted long enough to come into contact with any of the pre-existing ones. On top of that, the spawn range is so small, that if they wait for one to attack, they can just stand near it and nothing else will spawn.

If the summoning was quicker after the walk-away, then it might be alright because maybe the first tentacle will get them while they are still slowed, but it doesn't, and it doesn't help the ult at all, because even if you kill it in a team fight, it's so easy to dodge 2-4 tentacles in that short period that there is no benefit for illaoi or her party to kill it anymore.

I know that one of the justifications for it was being able to grab someone just before a team fight so that there would be tentacles up, but I never used it like that, and still can't because the effect is so short. I used to use it as a softener for tanks, or anyone else unlucky enough to be grabbed (grab a guy, weaken him, so he's down 60% health before the fight). While it's still possible to grab someone and do that... they just walk directly away because there is little to no consequence to doing so.

I think there are several ways to maybe make her more competitive, or give the ability some of it's power back (maybe increase the attack speed on the tentacles spawned specifically by it, so they can't dodge once and be good for the whole ability, give them a reason to actually kill it). I'm not sure how easy it is to code anything, so idk what is and isn't possible, but as she was becoming one of my favorite champions to play (because who doesn't love slapping people with TENTACLES!), I'm really sad that she is now even worse than she was.

TL;DR:

-Debuff is too short to do anything effective, and the spawn range on Tentacles is so short that early on, you'll be lucky to get more than 1 tentacle out. -Enemies would rather just walk away and take the slow and mild inconvenience than fight you for it, as the debuff hardly affects them. -Something needs to change for it to be even useful during laning phase, as opposed to just using q over and over. -Using it before a team fight to gain tentacles doesn't really help much either, as the debuff is so short it's over before you can really get into a decent teamfight, and they've killed those tentacles, or just run from them.

Please try and do something to fix her back to something more useable, with you already having to be in the middle of all of their team, with 0 great initiates, it really sucks to have the laning phase also hurt so much.

Thanks for reading,

-BloodLordVorath

12 Comments

Niyumi5/5/2016, 9:35:50 AM4 votes

Riot said they wanted to buff Illaoi. I told Meddler this was a TERRIBLE idea, and a huge nerf to Illaoi's entire playstyle and output. Did he listen? Of course not! Sure would be nice if the developers actually listened to people who play the champions they're changing, instead of just knee-jerk changing everything.

But, I don't expect much more from an F2P company. They're not known for taking player feedback.

TsZ IronPhoenix5/5/2016, 9:30:31 AM1 votes

Yes its definitly a nerf. **Before **the patch you would spawn a **minimum **of 3 tentacles and a **maximum **of 6. **Now **in early game you will only spawn 2 tentacles when someone is hiding under his tower = nerf and in late game you will spawn now a **maximum **of 3. Thats just not fair cause this champion already has a really weak win rate. In patch notes it says for 12 sec in game its now only 10. In my opinion to buff her **e **you should get from 10 to 15 sec when you max your e from lvl 1 - 5 so you can spawn a maximum of 5 tentacles and thats ok cause you will never spawn that much cause the enemy wont walk so much so there is no place for 5 tentacles.

Morrtanius5/5/2016, 10:38:11 AM1 votes

This measure serves to make her playstyle more healthy in the lanephase. It felt horrible for opponents to be grabbed and be left with two options: 1) engage the juggernaut whose current greatest strength is to kill anyone engaging her or 2) Run away and most likely have to dodge for 1 minute without doing much else.

Now that she is less frustrating to deal with, she can be buffed in other areas to actually make her viable.

Khell DarkWolf5/5/2016, 11:43:18 AM1 votes

Yeah, I agree.

Playing around with it I feel like the changes hurt more then they help.

Everything is played around her to be able to yank a soul, finish it off, then setup to pressure with the tentacles. Because of the short duration, early game they just walk away and pick off the spawns like before but then when it gets late game it doesn't matter if you cut their soul off because it doesn't last long enough to be impactful for the team fight/skirmishing.

I feel like what they should have done is:

  • Reduce her passive's spawn range to how far each tentacle can spawn next to each other, so she can setup better points of contention
  • Change E's severed soul duration to 30 seconds and bring back the ability to let them redeem themselves by killing off 5 tentacles instead of 3
  • Maybe even increase the tentacle HP from 2 to 3?

that is all I really see what would be a better compromise between the two arguments.

If Illaoi can't setup with tentacles and have her E be decent enough for late game, she struggles.

I'm just saying, I can feel the difference and it doesn't feel good. Missing an E already feels punishing enough and this change doesn't help even when you do finish it off.

Ecchi Gorira5/5/2016, 1:02:53 PM1 votes

Illaoy is so damn annoying to play against I doubt riot will even be able to fix her. I would rather see her nerfed and get to urgot level until riot remakes her in a couple of years.

MrLlamaWaffle5/5/2016, 8:39:07 PM1 votes

TL;DR Maokai, poppy, Ekko still the top lane trinity and will remain so until Riot actually does something about it.

Niketh5/7/2016, 11:38:09 PM1 votes

illaoi is worthless now lol. devs just don't listen to feedback anymore and when they do listen its rare. i feel like they are just disconnected from us.

Jbels5/4/2016, 9:20:00 PM1 votes

I don't know how many time I've already said this, or how many more times I will say this, but this is exactly what happens when you create a champion that brings nothing to the table but numbers. So far only Garen and Darius can actually find use as far as the juggernauts go

M15TAH JAY5/10/2016, 5:09:43 AM1 votes

dude mostly tanks go top lane how to beat Illaoi BUILD TANK! jeez so many crybabies in this game "Illaoi is broken, Illaoi is cancer" seriously learn to outplay or outbuild instead of running face first into her fist then complain that the champion is broken obviously these scrubs don't know anything about this game I've been outplayed when I was Illaoi plenty of times by Shen, Tahm, Mundo, Trynd...seriously she wasn't that broken before and now she's only a shadow of what she was...so happy people would rather ruin champions they don't like instead of actually learning to play better...bet Teemo is still bending you over though huh?