Illaoi is overbearing at low-level and isn't rewarding at high-level
Or: Bizzaro Ryze Syndrome
Right now Illaoi sits somewhere around a paltry 3% of play rate but has an astonishing 13% banrate at low ELOs. Even at this low level of play, she doesn't have a remarkable win rate at it only goes down at higher levels of play, but she simply is not fun to play against, even garnering a 3.6% ban rate over a 0.4% play rate in Platinum. Meanwhile she is a complete no-show at a competitive level; I can not comment with a great deal of knowledge why that is, but I imagine it's because she falls apart when a coordinated team can get in on her down-time while she has little way to interact of her own.
I propose changes to add more opportunities for counterplay from Illaoi's opponent while also letting her capitalize on her strengths and have better rewards at higher-level play. These aim to address Illaoi's early game and first few levels where she should be the weakest while improving her team fighting contribution. Essentially, the goal is to make the "playing as/against Illaoi" tips actually reflective of what you want to do with/against her.
Tentacles: Faster Tentacle spawns when roaming, slower regrowth during laning, more consistent interaction with various champion toolkits, more pacing required on Illaoi's part. Damage chunks % health to better interact with Test of Spirit (E)
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NEW!: Tentacles can not spawn near the same spot as a recently killed tentacle for 15 seconds, lowered by 5 seconds for each rank of Leap of Faith (R)
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Tentacle spawn timer 20 (at level 1) - 12 (at level 17) seconds -> 16 (at level 1) - 10 (at level 13) seconds
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NEW!: Tentacles can be targeted by spells, but still take no damage from area-of-effect spells, and one damage from targeted spells
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Reduced damage from several tentacles: 50% if hit by a tentacle in the last 0.5 seconds -> 50%, and another 50% reduction for each other tentacle that hit in the last 1 second down to a minimum of 25%
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Tentacle damage 10-180 (based on level) +120% Total AD (Not accounting for Tentacle Smash's bonus damage) -> 5% of target's current health + 100% Bonus AD
Tentacle Smash (Q)
- Cost 40/45/50/55/60 -> 60 at all ranks
- Cooldown 10/9/8/7/6 seconds -> 20/18/16/14/12 seconds
- Passive Tentacle damage bonus 10/15/20/25/30% -> +3/6/9/12/15% of enemy's current health
- NEW!: Tentacle Smash slows all enemy champions hit for 50%, decaying over 1.5 seconds, during which time they are grounded
Test of Spirit (E)
- Cooldown 20/18/16/14/12 seconds -> 18 seconds
- NEW!: Upon hitting a minion, deals 50% of the minion's health +100% AD. If this kills the minion, a tentacle is spawned near it, if possible, causing near-by tentacles to slam over the area of the killed minion
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I'd like to hear feedback from Illaoi players, other low-level players, and anyone familiar with what makes for healthy gameplay on these and other possible modification to the priestess's moveset.
