@Riot: The Kayle rework has potential--- but the launch failed.
I really hope your whole balance team reads this--
Kayle on paper, like any scaling champ, sounds great and balanced. The reality of the game shell you've put them isn't well thought out imo. I don't mean to insult or belittle the hours dedicated to your literal job but you guys seem to NOT learn from past mistakes.
Your late game scaling champs have always been a balance problem. They are always super weak or completely meta shifting.
You had to buff each of these champions because the technical gates on them were too high to allow fair contest with the shift in game speed. After buffs they've become ban worthy in their own rights
With Kayle, it feels like you just ran with a cup half full mentality the entire time. It feels like she wasn't tested enough. It feels like more work was put into visuals, skin project sales, and the "idea of the kit". This character is a hodge podge of contradictory gameplay
There is no way any champion so weak in lane phase that your instructions suggest "call for help and hug tower" is going to be good on release. Not to mention, as I know you learned from dozens of other projects, people don't like the majority of their match ups to be "hug this tower and pray my team doesn't lose". Not only is it not fun, you probably won't win much even if you play safe.
If the opponent knows kayle "must let the wave push" as default every game, this gives her laner and jg opponents an inherent advantage
In solo q, the majority of responses to gank requests are "you don't gank losing lanes". You might get flamed for picking her. You CANNOT rely on your jg. I think you know this, but released her with "high hopes" i guess.
Irelia has a 5 stack mechanic that if minions are low health she can clear and stack. This can happen very quickly AND provides mobility/heal. Its flexible.
Kayle has 5 stack passive too, with garbage attack speed, garbage stats, hardly anyway to cancel without power burning through mana, and is easily harassed while attempting it. Only getting 1 auto off E that doesn't even AOE makes her arguably the crappiest character to do basic csing with against a sentient opponent. 5 stacks is a lot to ask of a a melee character as weak as she is.
All the popular champs destroy her with little to no breathing room outside 2v1
Picking between what abilities to level is a nightmare. Q is good but is short not spammable and a skill shot, E is reliable but terrible before 6, and W vastly makes your survivability easier but gates your already gated damage if not maxed last. The inability to attack or cast during ult channel hurts an already hurting character.
Building items is also difficult. If you go the gnashors route, you'll be starving for mana against anyone who keeps decent pressure, if you go ludens you lack synergy for her passive, hextech is a weird item to be second when you're nerve racked from the first, and defensive boots don't seem to really be an option. Its hard to cs with her. Its harder to cs from behind. Its harder to build from behind.
Fleet seems to be the most viable rune for staying alive, but doesn't help with you sucking. Same with Grasp The other runes allow for better singular pokes, but you die to everything anyways.
Late game yeah she gets strong, but by then you're either supporting an already winning team or you're the shiniest piece of crap on the losing team.
Top lane: You're melee before 6 but not really a melee character so you lose Mid lane: You're a mage but you're melee before 6, only have 2 damaging abilities and little range so you lose Support: You have one heal spell, you're melee, have little range and little to no damage or spammability so you lose (also you need to attack constantly for your passive) JG: You're a crappy, slower version of shyv and yi- gj you lose automatically if invaded and aren't good for ganks. APC/ADC: They gave you the ratios for both, but you're melee before 6 and lacking in damage sooooo (you guessed it) you lose