Illaoi's Test of Spirit represents everything I hate in game design.

TeCoolMage··6 votes·1,010 views

While Illaoi has some odd quirks of her own that I've seen, (can win 1v2 more consistently than 1v1) which I'm perfectly fine with, her E, test of spirit, has several flaws.

Firstly, even if you play a simple, older champ, Illaoi forces you to play a mini game that requires you to have knowledge on her. It's unintuitive and rather than relying on mechanics, it relies on specific information from reading up on the champ. It also relies on allies knowing this information, so they don't steal tentacles for 5 gold. This is by far the worst way to make an ability. Either be oppressive and waste a minute of an ally's time, or have them be devoted to learning specific tidbits of information and waste 30 seconds instead.

Secondly, her E synergises too well with some champs and fails if not impedes completely with others. I'm a CC heavy comp, she has her Q, W and R free but if they don't have lots of damage on an AoE, E is just average. Sometimes, it can even block CC skill shots like Elise's human Q (the web thing that stuns).

Thirdly, if you thought destroying 3 tentacles was the only thing you needed to know, damaging Illaoi before the spirit is destroyed decreases the duration of the spirit by 1 second per instance, letting you go free if the duration ends without you walking out of range or your spirit dying. Not only does the stuff that applies to my first point applies here, this is simply per instance of damage, not a specific amount of damage. This means that champs with DoT like Malzahar and can damage multiple times like Ashe counter her E with no apparent reason, other than the fact DoT applies part of its total damage every half second. It's also probably the only thing stopping her from stomping immobile champs, which sucks even more.

And finally, to rub sea salt on the Nagakabouros inflicted wound, none of these things have visual indicators. I hate having to read up a champ to play against them effectively, I should be able to learn it with intuition throughout the game. This ability singlehandedly makes her the new Yi in low level games, except instead of getting more skilled as time playing LoL goes on to eventually beat Yi in organized teams, you have to spend time reading off game to understand how she works.

8 Comments

SettDownShutUp3 votes

You're not wrong. But I will say that Tahm Kench has it worse. "Stop it! STOP SPITTING YOURSELF OUT! I'm trying to save us BOTH!"

undesirable team2 votes

A lil, lil' lil, miniga, a lil' minigame :), but ya.. I agree.

Transgressor1 votes

"I thought I was doing good but I did the opposite"

TehNACHO2 votes

So what I got is:

You shouldn't design abilities that you need to memorize if you're not playing them.

In a team game, you shouldn't design abilities that force you to be mindful of your allies abilities.

It's apparently such a burden on a player to destroy 3 tentacles when they should be doing so in the first place.

And finally, in a game with over 120 champions, some champions hard counter other champions, who'd fucking guess.

Every tentacle strike has an AOE visual indicator and a health bar. Every soul captured is bright and has an enemy's health bar. Your screen is fucking blue and tentacles still have AOE indicators and health bars. The only argument made about lack of visual indication is for striking Illaoi to reduce the capture time, but that's still not a good argument to fight for because unless you're sitting on your hands all game and refusing to think about what's happening, you'd be striking at Illaoi anyway.

TeCoolMage1 votes
  1. Yes, and that's the main argument.
  2. You shouldn't design abilities that impede ally's abilities unless intended in development, and made clear
  3. Support Illaoi makes the melee support a vessel and the ranged ADC won't stop thinking that stealing tentacle last hits help. Oh, and team fights because champs like Zed or Xerath shouldn't waste their ults simply because they've been made a vessel while it's on.
  4. Yes, but it should be intuitive. CC champions should counter juggernauts because slowness is their identity, not because their tankiness goes down when hit with charms and only charms so it's balanced against Ahri or something similar, unless her ability explicitly states it takes down all and not a specific few champion's tankiness
  5. Team fights, support Illaoi, ADC. Of course the Mage would focus the tank and not the enemy back line, because that's the first thing anyone would do, who would focus the ADC who does more damage to your spirit instead?!
iluvalar1 votes

OMG illaoi captured my spirit... what should I do ? Maybe I should flee... or else I could keep farming huh ? At least, if I learned something front team oriented fighting game is that I should not try to hit her while she's damaging my spirit...

TeCoolMage2 votes

Yeah I should focus the tank and not the ADC who does a ton of damage to my spirit, or the AoE champ who's dealing both damage to me and my spirit, best decision ever

charcharmunro1 votes

Very few other abilities have ever had this issue that I can think of... Primarily Thresh's lantern was the biggest one I can recall. But the burden of knowledge on people not playing the champ is far less (just click on the lantern to go to Thresh) compared to Illaoi's E. Not to mention that it can have overall more impact than an ultimate if you get Vessel'd, in that it automatically zones out a single target for quite some time.

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