So... About that Kal... Irelia
So enough about Kalista on these forums. She's bad at duels without a proper team and needs to get to late game to do any insane jukes. Irelia, however, can build straight up tank after a Triforce and duel anyone. How you ask? Let's see...
Points: -Passive: Tenacity?! Trying to peel? Nah... CC only lasts like never. -Q: Gap-closer w/ 100% AD Ratio... Applies on-hit effects... Resets on kill... And wait who what why wtf? -W: Passively heals w/ Autos, Active doubles the heal & Adds on-hit True Damage... Hmm, Q applies on-hit... Wait wtf she gains double the heal PLUS True Damage?! -E: Slows by 60% or stuns instead for 1-2s if lower % hp than opponent... You're telling me I can just go tank and almost always have lower % hp than my enemy? HAH -R: High base damage & ratios, high speed piercing skillshot, heals for 25% dmg to champs and 10% dmg to minions... Wait why is there another heal? What kind of skillshot is this? I can spam it while doing my combo at the same time what? Does cooldown exist?
Ok, enough fooling around. Let's get to the possible ways of balancing such a kit.
Speculation:
Passive: Tenacity
Make it a base? 40% against 3 champions + Treads = 61% Tenacity reducing all cc by more than half their duration. Sure, it's a unique passive, but the problem is it's too powerful with the kit.
Q: Gap Closer
100% AD Ratio + Applies on-hit effects + Resets & refunds 35 mana on kill? Rito... Why? Either reduce the AD ratio OR remove the on-hit application. Actually... One thing that could actually make a big difference is changing the current cooldown from 14/12/10/8/6 to just 14 at all ranks. You don't see many champions with a 6 second gap closer end-game as well as one that resets on kill.
W: True Damage & Heal
I honestly believe this ability should be given the Aatrox treatment. Instead of activating the ability to gain TWICE the base heal while gaining True Damage Auto Attacks, you should be trading off your passive heal for True Damage... NOT doubling the sustain while dishing out extra damage. Another idea is giving Irelia the Evelynn treatment by reducing the base True Damage of 15/30/45/60/75 to something like 15/20/25/30/35 (+25% Bonus AD). This would force players to decide whether to build AD to increase their damage output or building more tanky and giving up the extra damage. At the moment, Irelia gains a huge power spike early-mid game by solely maxing W first. A lot of this needs to be balanced out, rewarding those who actually build Damage and reducing the power spike of the tanky builds that still dish out ridiculous amounts of damage. This would open up more opportunities for counterplay as the current Irelia is a huge stat pad that does not need a lot of damage items to assassinate.
E: % Health
I believe there should be more counterplay to this ability. At this point, Irelia's slow is almost never seen in-game mid-late game. Why is that? Irelia dishes out such high base damage that building tank is more efficient as it allows for a 2s stun almost 100% of the time while mitigating fairly well with the tenacity provided by her passive. I suggest changing the % Health comparison to just flat Health comparison. By doing so, the ability's stun would only effect tanks at the start of fights and making her stun a clutch ability during half & low hp fights against opponents of lower Max Health.
R: Skillshot & Heal w/ no Animation interruption
So looking at her ult... We find ourselves in the depths of a piercing skillshot that heals and deals a hefty amount of damage with fairly good scaling and VERY LOW cooldown. The first thing I want to point out is... It's a skillshot, but the projectile speed is so fast that you almost never miss a single shot. Now this piercing projectile skillshot does not deal reduced damage to multiple enemies hit. It also heals you for a percentage of damage dealt to champions AND minions. Is there even a cooldown? The cooldown of this ultimate without cooldown reduction is a mere 70/60/50. This means it'll almost always be up again if you use it in lane and recall by the time you get back into lane. I suggest that the cooldown be increased to open up more windows of opportunity for the enemy to attempt to duel the top ranked duelist Irelia. One reasonable increase would be from 70/60/50 to 100/80/60. By increasing the cooldown, players are forced to decide when it's most efficient to use their ultimate rather than simply using it to clear a wave quickly knowing it'll be back up soon anyways. Another factor that could be changed is reducing its damage on minions and monsters by half. By doing so, you decrease the exponential sustain Irelia gains while dueling within a minion wave.
Feel free to decide whether or not Irelia should be nerfed and if these suggestions make sense. I'm just tired of seeing champions like Lee Sin get a nerf every patch when he's already lost a lot of his power. First came the removal of the armor/mr from Safeguard, Then came the increased energy cost to ward jump, Next came the removal of the Attack Speed debuff from Cripple, AND NOW Riot DECIDES TO DECREASE THE HP REGEN BUFF THEY GAVE HIM TO MAKE UP FOR THE ATTACK SPEED DEBUFF REMOVAL WHILE ALSO DECREASING HIS ARMOR. I just don't know anymore...