Every time I play against irelia as an immobile mage
I am led to wonder why riot released this rework. The visuals and animations on the rework are great, don't get me wrong, it's just that her gameplay is extremely toxic to play against. She can 100-0 mages at level 3. She doesn't have to, she can just chunk them down to where they have to recall and then back off into her minion wave. If she gets caught out of position she can use her damage reduction to mitigate every attempt you could muster at bringing her down.
Look- i'm not going to say that she is unbeatable. This is obviously a lie, but it requires you, as an immobile mage player, to play the lane 100% flawlessly or you will die assuming the enemy irelia isn't complete garbage or she will murder you. Sure, you can dodge the stun. However, this goes back to blitzcrank/zoe syndrom- if she hits 1 stun you're dead. Also, post 6 she doesn't need her stun, but she can secure it anyways with the slow from her ulti.
She also suffers from yasuo syndrome. Even if she is put behind, she can still 100-0 any squishy with ease at any point in the game.
Let's contrast this to old irelia. Old irelia was mostly played top(she was admittedly picked mid occasionally), but she had clear strengths and weaknesses. She spiked extremely hard on sheen and triforce, as well as having a lesser spike on bork/titanic(dependin on the matchup/what irelia wanted to accomplish). She didn't brainlessly oneshot squishies unless she just hit her powerspike or was just obscenely fed(which wasn't easy to do).
I will admit, whenever she was meta, it was a little annoying. A point and click stun may not be the best idea on a bruiser. Her ult was a glorified tri force proc. What I want to know is why riot decided to throw a concept of a champion who spikes extremely hard on 1 item then falls off(meaning she had windows you could play around, or by golly another word is counterplay) into a monstrosity who is played mid and can 100-0 any mid laner at level 3 onward.