User blog comment:Zulfurya/Irelia Rework/@comment-7709681-20171024204418/@comment-27411776-20171024225758

Pretty mich, the idea was to create a new kit and a form of interactivity that still felt natural and instinctive to an Irelia player mostly.

To be honest I used the Jeremy video to give a basic view to readers of what are the ideas and things that could be done to achieve the rework, i didn’t know Jeremy was that hated or glorified but you got a point, I will study better my sources or at least use them less lazily in the future. I tried to change the kit focusing on their ideas, I think the design has flaws in reaching to what they wanted, personally I don’t like too much how her ultimate came out for this reason but for example the W I feel makes some interesting windows of play when it comes to dealing with true damage.

You might right, but i tried to actually be very restrictive about this, reason why you need a minimum of a 2vs1 situation to get the tenacity which also only last for 2 seconds, you need to be under a hard crowd control effect like root and stuns and then there’s also the effective radius for this to happen requiring the 2 enemies to be within 600 radius of you. Even though I could see this criteria meet more often that I would like to think in a fight, the real restriction is the health percentage that forces you to be a minimum 45% health difference between you and the target in a scenario where everybody is at full health, which is where all the idea goes to, dive into the enemy team to force the scenario happen and once you are basically at half your health is when you have the chance to flip the battle for a brief time, giving you time for your team to hopefully aid you. Still, as you have pointed out, I could see this being still as oppressive or as “easy” to get as the current E.