How did Kalista's passive even make it into the game?
Kassadin had spent how long being permabanned and had to get beaten over the head with a lot of massive nerfs to escape permaban status.
How could the design team make such an obviously terrible mistake as Kalista's passive? Flash, a 5min summoner spell, eating its own share of nerfs... Kassadin's ult, eating its own share of nerfs as well, along with repeated nerfs to his entire kit overall... ...is a champ's AUTOATTACK.
Kalista is either going to be nerfed into the ground, or a champ who will become more permabanned than Kassadin could ever have nightmares about, or one of the fastest reworks of all time. Kalista's passive is the single most ridiculously overpowered thing in the game but, worse, it's OBVIOUSLY overpowered. After so many years of designing and balancing this game, how does this even make it past brainstorming on a whiteboard? There's no vagueness or mystery with this, it's a hilariously bad idea.
The worst thing I've seen recently is a Kalista out-kiting a pursuing Vayne, with her ult up, a ranged champion who specializes in chasing down foes. You know it's bad when a champ's speciality is chasing and she's still just completely helplessly kited in a tragically one-sided duel.
The worst part about this obviously overpowered design is that it inherantly counters anything you would want to use TO counter it. Barring a few exceptions, the passive itself dodges attempts TO crowd control Kalista down. The Kalista player has to actually make a mistake in order to be subject to most CCs. I'm sure I'll eat a lot of flaming and typical condescending disagreement for the sake of disagreeing and provocation, but this is as easy as saying "Wait and see". She will catch on, and then she will be permabanned... or given an autoattack range of 350.