Irelia's stun duration needs a nerf

Omiwom··8 votes·961 views

Equilibrium Strike is undoubtedly the most oppressive part of her kit. When she gets ahead and maxes it out, it stuns you for two whole seconds just for clicking on you. This gives her team so much follow up time; it's ridiculous.

12 Comments

straight4free1 votes

Irelia's Q just needs to get the skillshot treatment. It makes her too binary. Don't think she needs any other nerfs, and my aforementioned change would be a buff for chasing in many cases.

Anonagon1 votes

so, to nerf her you make her more mobile and give an already hard to kill champion access to an easy escape?

I agree with the OP. With the way Equilibrium Strike currently is, an Irelia that is ahead can sit at 80% health and 100-0 any squishy that comes near her.

Strawberrycocoa1 votes

So, in other words, typical assassin?

Lugg1 votes

Typical assassin that is as tanky as a bruiser.

straight4free1 votes

{quoted}

so, to nerf her you make her more mobile and give an already hard to kill champion access to an easy escape?

I agree with the OP. With the way Equilibrium Strike currently is, an Irelia that is ahead can sit at 80% health and 100-0 any squishy that comes near her.

The current situation is better? Where you can't come in range with her or she automatically closes the gap?

Sir Yamazuki4 votes

{quoted}

The current situation is better? Where you can't come in range with her or she automatically closes the gap?

Do you not realize non-targeted mobility is better than targeted even if it has a damage portion to be dodged? She would be able to Q over walls at will to chase you, where as before she couldn't. She can spam it to continue getting closer to you from far away as well since it's on a low CD and she builds CDR too. Then it means she now has an on demand escape where as before she needed a unit and vision on it to use it as an escape. Turning something into a skill shot=/=balanced.

straight4free1 votes

[{quoted}](name=Lord Yamazuki,realm=NA,application-id=3ErqAdtq,discussion-id=XsB7HJGf,comment-id=0000000000010000,timestamp=2015-06-06T05:49:26.453+0000)

Do you not realize non-targeted mobility is better than targeted even if it has a damage portion to be dodged? She would be able to Q over walls at will to chase you, where as before she couldn't. She can spam it to continue getting closer to you from far away as well since it's on a low CD and she builds CDR too. Then it means she now has an on demand escape where as before she needed a unit and vision on it to use it as an escape. Turning something into a skill shot=/=balanced.

Of course I realize that, that's a trade-off I'm willing to take. Especially if they make the movement slow, so you can react and (gasp) dodge. She would be far weaker if she wasn't so reliable at engaging, of course there's nothing I can say that will make you realize that.

PS: A good Irelia already has an escape in lane by using Q back to her minion. By making it a skillshot, this would become much more difficult to pull off as she would stop at the first minion hit.

But whatever, not like I expect anybody on the forums to know how to play the game.

SKOBODO1 votes

She'd have to hit the skill shot in order to gapclose, though. It might actually be less reliable as an escape since it takes some time for the skillshot to travel, and the minion might die before she hits it. Another alternative is to make it kind of like Leona's E, so it only works against champions, although that might be a bit too much perhaps.

So... Amumu's Q vs Leona's E are the best examples for this, I suppose. Amumu's Q (without the stun) would give her the ability to jump to jungle monsters and minions, but it'd also give the opponent the option to hide behind minions. Leona's E (without the snare) would reduce Irelia's mobility a lot, but she might get slightly stronger in lane (unless you dodge it or she misses).

I'm leaning towards the Leona E-option, but it'd be a pretty big change, and Riot might have to do something to help her waveclear. It'd also kill the "I'm going to jump on dying creeps to gain insane mobility"-aspect of Irelia. At least it'd add some counter-play.

ProfDrDeath1 votes

I agree somewhat.

Think it would be great if her stun duration scaled with the actual difference in health between her and her target - giving only half the listed duration (and the rest as slow, possibly) when the HP percentages are close and the full-length stun only when Irelia's HP percentageis significantly lower than her targets (absolute difference > 25% OR relative difference > 50%).

What I mean by absolute/relative percentage? Imagine two 2k HP champions. One is at 500 HP, the other at 1000 HP. The absolute difference in their HP percentage is 25% - 500 HP is at 25% max HP, 1000 HP is at 50% max HP. The relative difference is 50% - 500 HP is half of 1000 HP.

KING Denneh1 votes

{quoted}

Equilibrium Strike is undoubtedly the most oppressive part of her kit. When she gets ahead and maxes it out, it stuns you for two whole seconds just for clicking on you. This gives her team so much follow up time; it's ridiculous.

Yep, i agree, that shitty e needs a complete nerf, or just get deleted from her shitty kit... She's already WAY too overpowered with her W which gives her fucking true damage and freaking lifesteal... I know Riot nerfed her couple of times, but that doesnt matter when a 5/0 riven can get 100-0'd by a irelia who got maybe one or two items.. That shtty champ needs a complete freaking rework..

EndlessSorcerer1 votes

You felt the need to revive a 5 month old thread for that?

BeatzBoyFTW1 votes

Why are you replying to a 5 month old thread.....

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