Their goal was for her to use her autos in between spells for her damage, yet theres nothing in it for the passive to actually warrant that type of playstyle. If they are going to nerf her Q damage, at least buff the sustain. Its not like EVERYONE AD, AP, or Tank can build some form of grievous wounds.
They need to also remove power from the shield killing aspect, and shove it into the actual damage aspect. That way she still does damage to shields, but her passive isn't a godlike counter to it. I liked the mechanic originally, but now that we've like, weakened shields, its now become a balance issue. And her passive was mainly to make her a counter to shield meta, which is now currently dead.
She also falls under the Yasuo effect, where she's so skill expressive, that lower tier players cannot do anything to someone who plays her good enough, or barely. This is likely why they keep hitting her damage, but not
I have a similar issue, but its because of a rework, which is Aatrox and why his current kit is a mere speck of a shell compared to old Aatrox. He proves no threat in the late game, all he becomes is a cc bot. I'm fine if they were to tone down his early game damage for more late, but I'd rather have more reason to use autos while spells are down or being laced in.
His ult isn't useful other than it is his old passive. The MS is unusable in combat, meaning you cant chase down targets. That's fine considering if the fact is he's supposed to be immobile outside of his e, but at least make it do something for his autos. All it does is fear minions, and give AD. Massacre gave him AOE damage on cast, AS, and extra auto range. There's a clear difference. What World Ender should do is give him extra auto range (meaning take the passive range and slap it on it, but dont let the passive range be additive in the ult) and AS, allowing for AS items like
to be incredibly helpful.
So in hind sight, give World Ender AS and Auto range increase, that is it. Or the other route is nerfing his scaling on Q and passive early, but buffing it real good late game (meaning it surpasses the current late game scaling).
The other thing is the fact his healing is gated on how much damage he DEALS, not his missing hp. Considering that, he cant duel someone who can do good chunk amounts of damage, but also possesses a heal kill item, which is anyone who isn't a support. Sure, adding a missing hp thing would make it harder for him to have people kill him in r and pop the revive, but considering we live in a meta of healkill and damage, I dont see whats the point of not doing it. And besides, i've found it more likely you dont even get your R revive or it gets popped immediately.
So considering his heal is from 20% to 25%, increased by 1.25 per skill point (and also only heals for post mitigation damage) it should stay that way, but add heals for (at least) 4/5/6/7/8% missing hp (or 6% flat all ranks), but this only works on champions. That way if he ends up staying this spell slinger, he can be frontline like he should be and tanking hits while being disruptive. The counters to it is cc, burst, and of course, healkill. Simple right?
Sorry this got frontloaded with more Aatrox talk than Irelia, but its to make a point: Playstyle goals are not being met right now for these two bruiser archetypes.
EDIT - if there is anything in my points about Aatrox that could be trimmed off to condense this post down in size, please tell and note what needs to be trimmed. Also planning on making a post about the Aatrox stuff i've mentioned.