I think there are better ways to adjust irelia into line
ult
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Remove all base and ratio damage
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Disarm/Slow Duration -> 1.5 -> 1/1.5/2 seconds
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Wall duration 2.5 / 3 / 3.5 -> 2/3/4
This is meant to make room for solid power adjustments to the rest of the kit. Currently her ult all in is a little too good damage wise. Completely gutting the damage of the ult on it's own as well as it's rank one utility gives room for more solid improvements to the rest of the kit. The first place utility can be adjusted is the ult's CC at it's last rank in the late game.
A note that would need to be made is that the AP build options will need to be compensated in the rest of the kit for such a loss which will be addressed.
E
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E: Mana: 50 - > 75 / If Irelia stun a Champion, refunds 25 mana
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Cooldown 14/13/12/11/10 -> 12/11.5/11/10.5/10
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Range -> 900 -> 500/600/700/800/900
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Stun Duration -> 0.75 seconds -> 0.6/0.7/0.8/0.9/1.00 seconds
The next area where utility can be be adjusted. Weakening it further early ranks while improving it later ranks forced back the choice of picking between W and E for maxing second.
W
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Remove AD ratio
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Increase min damage AP ratio 40% -> 60%
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Total channel time increase 1.5 seconds -> 2 seconds
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Damage Reduction changed to be reduced but shield added 45/50/55/60/65% (+7 per 100AP) -> 30% (+8 per 100AP) damage reduction at all levels and decaying over channel time shield for 30/50/70/90/110 (+ 50% AP) (+10% max HP)
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Max damage amp increase 100% -> 400%
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Time to reach full damage amp increase 0.75 seconds -> 2 seconds
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New Effect -> Hitting a champ/large/epic monster with full charge marks them
For the defensive component of this change, first big thing that is addressed is the damage reduction being lowered and part of that power is replaced with a decaying shield. At the skill rank 1 assuming irelia is level 2 and not counting resolve or armor/mr, her effective health with this change would be 885.68 vs live 886.24, but at it's max rank when she would be level 13 and assuming you have trinity force+steraks+Thydra this change makes her effective health 3793.21 vs live 4340.82 so the defensive component for her common build is actually reduced a notable amount at least from the calculation of full health. The defensive component is further weakened by the fact that the shield is decaying rather than a flat amount over the channel and keeping it in line with the recent shield changes that were done.
How this can help the top lane play is that a shield can't be ignored by the number of true damage sources in the top lane.
For the offensive component, completely gutting the AD ratio, is again a move that allows for power to be given elsewhere on the kit. I had a similar idea as the potential change that was tweeted out today for the damage amp readjustment, but taken further. Making it so it takes longer for the damage amp to happen gives room to increase the max percent increase reward since it will take significantly longer to reach than live (about 2.6 times longer) as well as give the reward of offering a mark for a max channel (2 seconds is a lot of time for the enemy to work with). Even still it is almost half of damage damage that is being removed from the skill for the common builds while the AP/hybrid builds still have some of the damage reduced until full build(~20% at 2-3 items). That again gives room to shift power.
For the most part this is nerfed for all stages of the game for both the offensive and defensive side.
Q
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Ratio increased 70% -> 100%
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Bonus damage to minions reduced 70% -> 50%
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Heal changed 12/14/16/18/20% AD -> 15% applied damage with the total healing increased by 0.5% per 1% missing health
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New Effect -> splashed total applied post mitigated damage in a radius around target (radius = 50% AP)
This is were more of the lost offensive power can be funneled into for both the common bruiser, and the AP/hybrid builds too. For the bruiser option the offensive power is properly gained back from the damage removed from the ult through proper dashing between enemies as well as the additional avenue to gain a mark through a full channel W.
The AP scaling splash change gives power into the hybrid/AP style builds in a way that feels solidly different from the bruiser build. This is meant to splash all applied post mitigated damage (on htis included) as true damage around the target. Single target damage compared to live is more or less overall unaffected but the AoE can be the point of stronger differentiation between the AP builds and the bruiser builds.
The heal change is meant to change the Q into more of an on hit omnivamp so it has much stronger relevance as irelia itemizes up more. For example sheen will be a spike in the value of the heal. Since the heal more more based on damage dealt rather than AD ratio it gives an increased benefit to AP builds than currently with the assumption that it would also be healing from the AoE splash too.
Passive
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Max stack anti shield effect changed +100% damage against shielded targets -> 40% of all kit damage ignores shields
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Scaling at max rank 8/12/16% tAD -> 16/18/20% bAD
The anti shield mechanic is simply improved overall to deal a pseudo true damage against shields, and drastically improves irelia as a counter pick against a shielding team.
The ratio change is a take at a middle ground change of the recently tweeted irelia changes. Currently it is way too heavy handed.
Base stats
- Magic resist reduced base/increased scaling 32 (+ 1.25) -> 30 (+1.4)
This is the big focus for toning down midlane without hitting her in the top lane overall.
Overall most of the kit would be receiving nerfs with this in the early ranks. Ult damage nerfs and utility shifts, E utility shifts, W damage and utility nerfs, Q damage buff and utility shifts, passive damage nerfs. 4 nerfs, 3 shifts, 3 buffs.
On the note for the recently tweeted changed. It seems riot is ignoring why irelia ended up in mid lane. It is a similar situation to taliya where one position ended up being drastically better than her main position. I know the team literally doesn't care about her being viable off role/build and have actually shown that it is preferred for her to be non viable in anything other than top lane bruiser seeing the treatment of her AP and jungle options have received. But riot can't make the excuse of not knowing if it is brought up and simply shown that it is blatant lying to and ignoring the irelia community.