Illaoi's "Test of Spirit"

watertwin·9/24/2017, 3:43:24 AM·1 votes·503 views

Illaoi So I fell in love with playing Illaoi when she came out because she made me feel powerful and like I actually had a say in what happened in the game, boosting confidence and leading me to look further out of my comfort in the support category. I just love playing her because it's usually a pretty good trade off even if I lose, instead of the "you can't kill minions or other champs and MUST buy more ward stuff" as a support. In the most recent game I played I felt like I was ripped off. I was laning against an Urgot Urgot, or as he's been dubbed, Urgod. Not knowing that when I take their soul, they can shorten the time and get it back, I almost immediately got tilted because he took back his soul almost as quick as I pulled it out. Is that time shortened based on damage, or how many hits I receive as Illaoi in that time? Is there an item I can get to extend that time or keep them from hitting me? Is Urgod just too OP? Is Illaoi going to be made into an ADC/bot lane champ because she needs to have her target stunned, rooted, or knocked up to actually make it work?

And Riot, can you please make it more obvious that this soul retrieval can happen? It's almost like a subtext when looking at the ability's specs, and I actually missed it until I looked up that move on Illaoi's wiki.

I spent half my game trying to figure out what happened to make that soul grab worthless. Instead of the soul grab helping me out and making any fight potentially even, it cost me EVERY fight, and my team surrendered. I'm the type of player to never surrender because I absolutely hate it, it signifies that at some point early on we lost the chance to win and the game is no longer a game; it's not fun.

1 Comments

PopcornBunni9/24/2017, 4:00:00 AM1 votes

It's based entirely on the number of hits received, which is frustrating both ways. It should be changed to damage-based shortening since that can come from both a high number of attacks or high-damaging abilities.

Illaoi deserves a mini-rework on an Azir level. She's oppressive as hell if you're playing a low-mobility melee character, but completely worthless against any ranged top laner or anyone with reliable mobility, and has similar oppressive qualities for casual players while being near nonexistent in the pro scene.

Have tentacle slams deal % current health to chunk more from ranged users, but have the damage fall off from multiple tentacles more noticeable for the melee opponents she goes against.

HAve tentacle slams (or maybe just Q) slow their victims for 50% decaying over 1.5 seconds and grounding them for the duration. They got slammed into the ground, they aught to be grounded.

Have E hitting a minion or monster spawn a tentacle near-by and cause tentacles to slam once over the area of the unit- again giving her better tools against ranged oponents hiding behind minions, as well as giving her more expression in zone control.

Finally, have tentacles spawn faster (like 16-8 seconds at levels 1-13) but unable to respawn from the same location for 15 seconds (reduced by 5 seconds for each rank of R), to give her better roaming, be less reliant on constantly splitpushing, and have more consistent counterplay during laning.