Illaoi Rework: Making people play her

Wayward·12/29/2015, 2:05:49 PM·1 votes·3,116 views

**Resume ** So Illa suffers from a variety of problems, firstly her concept is not very attractive to many people, she isn't pretty, she isn't cool, she isn't evil-ugly-cool, she's sorta like Kogmaw, she doesn't really hit any niches that people like. She may be a strong independent black brazillian woman who doesn't need no man, but again very few people find this cool or identify with it in the context of a fantasty/sci-fi fighting game.

Anyway, i'm not suggesting her concept be reworked, rather I have some suggestions how to make her more fun.

Problem 1 Lack of agency. She spawns tentacles, but they auto-hit when she uses her On-hit ability, why? There's an obvious opportunity to allow her Q to decide the direction of where her static tentacles should smash, this adds more player agency and also more skill; it becomes more satisfying to play her and those playing against her recognize the player's skill more. And that's what Illa is, a toplaner that actually requires a bit of skill ;-)

Problem 2 Her E debuff is not fun, not for Illa (unless you're toxic) and not for the player having to dodge / kill them. For the player it is super annoying and a bad mechanic, for Illa it is a process she has no control over, whatever it does, it was simply the computer doing it. It feels cheap and annoying for both the player and the enemy. Solution: See problem 1. Rework the debuff so that it will periodically spawn 1 tentacle, until 3 tentacles have been spawned total, which give Illa vision, and then she can with her Q try and hit the player. This way it's fun for the player, if he hits and kills a target, or zones, it feels satisfying because it is a skillshot. The enemy is also aware that it is the player hitting them, and not just the computer. Allowing only 3 tentacles to spawn total, also removes the irritating infinite tentacle spawn that just serves to slow you down and is just a toxic mechanic, because even if you're killing them you have to wait for them to spawn.

Problem 3 Her ult. Her ult is easy to play against, and again is super unsophisticated tons of damage, and again it has lack of agency. Solution, see problem 1&2:

Allow her ult to spawn the tentacles as it does now, but let Illa's Q decide where they hit. After one hit, they disappear. That way it feels meaningful to the player, and to the enemy. She has one chance to do lots of damage, she can actually aim it herself to achieve what she wants; AoE Damage / Killing a Carry / Zoning an assassin / whatever.

**tl;dr ** The problem with Illa is her concept and champion model, her slow and clunky mechanics, and most of all the lack of agency. Let all her static tentacles interaction happen through her Q, whatever direction she aims her Q, her static tentacles will fire in the same direction. This allows her to feel in control, and predict movement, rather than watching her enemies juke the computer controlled tentacle after firing her W.

Make her skill based, make her static tentacles, her E and her Ult all depend on her ability to aim and predict. So that she can become the toplaner this game needs: one with a higher skill cap, hitting skillshots, and thinking strategically.

Model Concepts And remember, if champions aren't pretty, cool, or evil-ugly-cool, very few people will play them. If you're gonna make an off-beat character like Illa, you better have a story behind it that makes her cool / interesting as hell. As it is right now she's just a super annoying self-righteous priestess running around "testing people" who would rather not. The whole thing, from concept, to lore, to execution, is just a do-over. I see what you were trying to do, but to make an off-beat concept like this work you can't half-ass it. It has to be sublime all the way through to make people like it.

6 Comments

ModThe Djinn12/29/2015, 5:00:08 PM5 votes

{quoted}So Illa suffers from a variety of problems, firstly her concept is not very attractive to many people, she isn't pretty, she isn't cool, she isn't evil-ugly-cool, she's sorta like Kogmaw, she doesn't really hit any niches that people like.

I'd strongly disagree. She's super distinctive, and both "Tribal Warrior" and "Battlepriest of a Primordial Deity" are really strong and popular fantasies. She's also pretty attractive in her own way, and many would argue she's very cool. Thematically she's one of Riot's strongest designs in a while, I'd argue.

She may be a strong independent black brazillian woman who doesn't need no man, but again very few people find this cool or identify with it in the context of a fantasty/sci-fi fighting game.

As above...you're missing her core fantasies her: tribal warrior and battle priest.


Problem 1 Lack of agency. She spawns tentacles, but they auto-hit when she uses her On-hit ability, why?

Because it allows her damage to scale from two abilities, rather than putting both her primary nuke (Q) and her sustained AoE teamfights damage (tentacle smashes) on the same cooldown and scaling. It means E and Q are both necessary to access her power, so she spikes a bit later than she otherwise would.

It also gives her W more identity than a simple gap closer.

here's an obvious opportunity to allow her Q to decide the direction of where her static tentacles should smash, this adds more player agency and also more skill; it becomes more satisfying to play her and those playing against her recognize the player's skill more. And that's what Illa is, a toplaner that actually requires a bit of skill ;-)

Careful: not only does this weaken the value of her W and collapse all her scaling into her Q, but it also leads to frustrating situstions were you have to choose between using a Q in a useful situation or using it to hit with tentacles optimally. That's very unfun for the player involved, as it means in any non-perfect situation you're potentially missing roughly half your ability damage.

Problem 2 Her E debuff is not fun, not for Illa (unless you're toxic) and not for the player having to dodge / kill them. For the player it is super annoying and a bad mechanic, for Illa it is a process she has no control over, whatever it does, it was simply the computer doing it. It feels cheap and annoying for both the player and the enemy. Solution: See problem 1. Rework the debuff so that it will periodically spawn 1 tentacle, until 3 tentacles have been spawned total, which give Illa vision, and then she can with her Q try and hit the player. This way it's fun for the player, if he hits and kills a target, or zones, it feels satisfying because it is a skillshot. The enemy is also aware that it is the player hitting them, and not just the computer. Allowing only 3 tentacles to spawn total, also removes the irritating infinite tentacle spawn that just serves to slow you down and is just a toxic mechanic, because even if you're killing them you have to wait for them to spawn.

Requiring Illaoi to time snipes halfway across the map using a low range ability is a bit much. The ability effect is a bit annoying, but it's a ahort range, slow skillshot blocked by minions, which then creates a timed tether you can escape, and requires damage to activate, and THEN allows you to kill the tentacles. There's more than sufficient counterplay, and the ability is super thematic and unique, which makes the frustration probably worth the price.

Model Concepts And remember, if champions aren't pretty, cool, or evil-ugly-cool, very few people will play them. If you're gonna make an off-beat character like Illa, you better have a story behind it that makes her cool / interesting as hell. As it is right now she's just a super annoying self-righteous priestess running around "testing people" who would rather not. The whole thing, from concept, to lore, to execution, is just a do-over. I see what you were trying to do, but to make an off-beat concept like this work you can't half-ass it. It has to be sublime all the way through to make people like it.

And I think Illaoi is one of the best examples of thematic unity across lore / kit Riot has ever come out with. She's a big no-no sense tough-love warrior prirstrss priestess whose playstyle and visuals are likewise a bit rough around the edges, aggressive, powerful, and largely satisfying.

Bootleg Gay12/29/2015, 11:25:20 PM3 votes

This is the worst breakdown of a champion I've ever seen. The Djinn put it really well though; you picked the wrong parts of her to complain about.

Also, all I got from this was that you want Illaoi (And you didn't even spell it right the whole post) to be that same super fit, fan service female with an impossibly tiny waist and huge butt and breasts that every other video game gives you, because let's face it; with your IQ, you probably searched Rule 34 of Illaoi on her release.

Mister Sunglow12/29/2015, 4:45:27 PM2 votes

YOU DARE TO INSULT THE MOST BEAUTIFUL CREATURE IN THE WORLD??? KogMaw KogMaw KogMaw KogMaw KogMaw KogMaw KogMaw KogMaw item 3070 item 3070 item 3070

Ralanr12/30/2015, 12:02:06 AM1 votes

Some people like women with muscle! And not thin women!

iBubbles12/30/2015, 1:11:01 AM1 votes

...sir I think you misunderstand.. people love her?