what if walls themselves would have a cooldown for illaois tentacles?

Critmaster Garen··1 votes·556 views

i feel illaoi has so many issues, its not even funny anymore. and i dont mean that shes too strong.

shes just too strong in some situations and entirely worthless in most of the rest. right now shes like 100% lane bully and absolutely nothing outside of the lane phase. imo here are the problems with the way her kit currently works out.

- taking out tentacles is extremely risky and often not rewarding for melee champions.

since they always spawn on walls, the windows to stand there and auto attack a tentacle and not get your spirit hooked or smacked by her q are incredibly small. in many cases you manipulate the minion wave to move to the side to have cover while attacking it, a new tentacle will instantly spawn in its place and youll feel like shit and you accomplished nothing.

solution:

giving walls themselves a cooldown for her tentacles would be one way to deal with that. you take out a tentacle and she cant immediately place another one in the same spot.

- on the other hand shes completely worthless against ranged matchups

since they can attack tentacles from safe positions behind minions almost all of the time, even into bushes without direct vision, it becomes absolutely braindead for a champion with ranged auto attacks to play against her. seriously, if youre playing a ranged champion and lose lane against an illaoi, you should reevaluate your life choices that have brought you to install this game, because you have to be the absolute worst player in the history of mobas.

solution:

the change to be able to attack tentacles from outside bushes was never neccessary. the official reasoning for the change was that enemies should always be able to assess illaois strength when entering into a fight with her, and that invisible tentacles are unfair (hello Gangplank to which this reasoning apparantly doesnt apply). having vision on the target doesnt mean they have to be able to attack it. i think it would be fair to make her tentacles visible, but not targetable from ouside bushes. then ranged champions have to walk into the same vulnerable positions as melee champions to remove them

- her mid to lagemame is completely worthless

as soon as the game moves into a phase that is focused entirely on movement around the map, she simply doesnt have the time to stay in one spot for a minute, waiting for her passive and set up tentacles in the area.

additionally even if she had a favourable melee matchup in lane, in skirmishes and teamfights shes faced with the same problem of ranged champs being able to take out her tentacles with ease.

solution:

this could again be fixed by giving walls a cooldown to spawn tentacles instead of putting it on her passive. mid/lategame this cooldown should be apropriately small. basically she walks into an area where a skirmish breaks out and spawns tentacles almost immediately everywhere. but as soon as theyre all removed, the walls take a while to spawn new tentacles. but this would at least give her the ability to roam around the map, have a window to be part of a fight and not leave 70% of her power glued to the walls in top lane.

discuss.

3 Comments

EbonyBladeJ881 votes

Being a person who has both won and lost their fair share of laning phases to Illaoi players, I don't know if my words will sound unbiased. But I will try.

The suggestion you make, I think, is not an entirely unreasonable one. It would give melee opponents (Which Illaoi faces more often than Ranged opponents, unless her foe INTENTIONALLY picks a ranged champion after the Illaoi player has locked-in) a less oppressive time of dealing with her, and less of having to worry about the tentacles and more opportunities to focus on Illaoi herself.

This would also make Illaoi players have to think twice before All-inning their opponent, because it's not such a foregone conclusion that their tentacles will spawn precisely where they need it to for them to win the trade, thus, once again making her less oppressive.

But on the other hand, because the tentacles are so central to her damage, the CD's would have to be reasonable amounts (Wouldn't know what to suggest as starter ideas, myself) so that she doesn't become irrelevant DURING the laning phase.

That's all I can really come up with, take it as you will, and GL and HF in your games!

Critmaster Garen1 votes

{quoted}

Being a person who has both won and lost their fair share of laning phases to Illaoi players, I don't know if my words will sound unbiased. But I will try.

The suggestion you make, I think, is not an entirely unreasonable one. It would give melee opponents (Which Illaoi faces more often than Ranged opponents, unless her foe INTENTIONALLY picks a ranged champion after the Illaoi player has locked-in) a less oppressive time of dealing with her, and less of having to worry about the tentacles and more opportunities to focus on Illaoi herself.

This would also make Illaoi players have to think twice before All-inning their opponent, because it's not such a foregone conclusion that their tentacles will spawn precisely where they need it to for them to win the trade, thus, once again making her less oppressive.

But on the other hand, because the tentacles are so central to her damage, the CD's would have to be reasonable amounts (Wouldn't know what to suggest as starter ideas, myself) so that she doesn't become irrelevant DURING the laning phase.

That's all I can really come up with, take it as you will, and GL and HF in your games!

i was hoping that the ability to place her tentacles in bushes and not be able to attack them without vision would at least even out her ranged matchups compared to her melee matchups.

make it a bit harder for ranged champions to take out tentacles in bushes specific.

for her melee matchups nothing should change really. knowing that there is a tentacle in a bush doesnt help them remove it as much as it helps ranged champions, because they still have to walk into there anyways. but now ranged champions would at least be forced to walk up to them aswell.

i agree, the cooldowns on her passive would have to be changed around. maybe even the hitpoints on the tentacles would have to be fiddled with.

but this mechanic might be a better basis to balance her out overall.

the idea is also, that lategame when youre roaming into a new area, you get a couple of tentacles almost instantly, since the walls around you would be off cooldown.

Critmaster Garen1 votes

i think early game the walls should be on like a 15 to 20 second cooldown to spawn a new tentacle to make it reasonable rewarding to remove one.

but mid to lategame that cooldown should go down significantly to around 8 to 5 seconds per wall.

but thats of course all debatable and just an estimation. i just pulled those numbers out of my ass because they "feel right".

edit.: oh, and test of spirit would of course not be affected by this cooldown as usual.

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