Illaloi is ridiculous
Now I'll be the first to admit that this is going to be a bit of a rant, I have been matched against Illaloi quite a bit recently and each game against her has been a pain, but in turn I've noticed a pattern that honestly feels disgusting to play against.
Illaloi changes the game too much
Illaloi puts a massive burden on whoever is playing against her - with pretty much every other champion in the game you can more or less get the gist of their kit within a couple games of playing against them without having to read up on any of their abiltities. Illaloi is not the case - understanding her kit just by playing against her is very difficult. Ok, so she smashes tentacles...that part is simple, but the rest with the curses, the healing, the speed ups, the jumps, do I fight her or do I run away? Etc etc, it's just a bit too much and all too confusing. It's not until now, several months after her initial release that I feel as though I understand her kit and how to play against her...meanwhile I can understand a complex champion such as Azir straight away...he raises soliders that do damage and grant him the use of certain abilities which are visually self-explanatory - very little hidden effects, and very easy to understand despite him being one of the most complex champions in the game.
She forces you to play the game differently and sacrifices little to nothing for it. Playing against Illaloi turns LoL from a PvP game into a PvPM game... She spawns monsters through random instances that you have to kill, otherwise you're disasvantaged for it. She can debuff you causing these tentacles to spawn on you...and again you have to kill and avoid them. Her ultimate is a massive fuck you and dumpsters pretty much any champion in the game, and makes ganking her a little counterintuitive - I literally cannot count the number of times that my jungler has come and gotten us both killed because he doesn't know what the fuck Illaloi does...and vice versa when I'm playing jungle with a laner who's clueless as to how her ult works. Again, she places a lot of burden on the enemy summoners. Then there's her curse which is awful. She spams it constantly because there's no reason for her not to and when it lands you have two options - let her beat on you, or run out of lane. It's probably one of the most godly zoning tools in the game. When it misses she doesn't seem to put out for it, maybe because all of her abilities are just really strong...
Her tentacles have a very large hitbox and a lot of the times I'll swear that I'm outside of the targeting zone yet still get hit. When there's multiple tentacles whalloping on you they become extremely hard to avoid, and avoiding them doesn't feel that rewarding since on the next rotation they'll likely hit, and heal Illaloi.
Her ultimate is very powerful but at the same time I do kind of like it. It feels very Ultimatey.
The heal though feels awful - I mean on top of her skillshot having very high damage which should be rewarding enough, it also heals her for a ton? That's honestly something I can't get behind. It just seems very overloaded. She can build DD as it is, so I don't see why she should have this. Finally, she gets ridiculously tanky just by building damage items...an Illaloi with a cleaver feels like an Irelia with a sunfire cape...except she does tons of damage to boot because she, well, built damage...
Finally, she has massive springback potential, likely on account of the strength of her kit. The amount of times that I've seen an Illaloi feed in lane because people have put their all into shutting her down, only for her to come back and carry the game is astounding. Great when she's on my team, sucks when she's on the enemies.
All in all I think she gets too much reward for doing not so much, and get punished enough for her opponent doing well against her - i.e dodging her shit. This basically means that her opponent is almost always forced to play around her, and very rarely does she have to alter anything or play around them - she just continues gunho until it all works out.
In my humble opinion either the width of her tentacles should be changed, or a damage gradient depending on what part of the tentacle hit you should be introduced - i.e if you're on the outer rim it should be much lower. Her heal should be heavily toned down or perhaps even removed as it feels like her hitting her tentacles is way too big of a reward rn, and her having inbuilt sustain seems very overpowered - I mean no part of her kit really seems to warrant it. Perhaps the size of her tentacles could be increased each time it hits an opponent to compensate - having tentacles that grow stronger each time they hit an opponent makes more sense than having tentacles that heal each time they hit an opponent imo. Finally, I think her Test of Spirit should have a large drawback if she misses it - that way if she misses she's the one who's zoned for a short amount of time, and it also gives you a window of opportunity to all-in her. Maybe her tentacles become displeased with her, and as a result deal less damage during this time? Or she receives a stat penalty? Or her tentacles become slower and as such are easier to dodge. idk.
I'm guessing this will get downvoted, but I felt the need to type it anyway...