Kayle rework is a miss for me
I'm confident in saying that she's not much healthier, and maybe not at all.
Most of Kayles power is in a game play pattern that offers very little mechanical counterplay which is a long standing issue for ranged hyper carries and older melee designs like Master Yi. I was hoping Kayle could finally herald a new direction for this but apparently not. It still becomes a measure of "win before the game ends" which is my biggest grievance here. The issue of these hyper carries having 0 downtime and just blasting permanently is just as prevalent here.
I don't feel sufficiently rewarded for player skill when I play as Kayle. I mostly just hope the game lasts long enough that I can contribute. Yeah, this is the point of a hypercarry but I think Kayle is too extreme on this.
I don't think Kayle hitting you for a 20% miss HP execute every 5 seconds is reasonable, either. As an aside, im very sick of every carry (and juggernaut) having an execute. Is this really a necessary mechanic?
Her ultimate is the 2nd biggest issue I have. I think it's actually less fair to play against now that it deals damage independent of Kayle herself; now it doesn't really matter if you CC her or apply AS slows; the damage always goes off, and the nature of it being a "get out or get burst" attack weights it heavily against melee aggressors. I'm also not really a fan of how Kayle, a DPS champion, is capable of so much combo-burst before she even starts doing her DPS thing. Lastly, it took away the most, arguably only, fun thing about Kayle; being rewarded for a smart ult with getting to blast people down with autos.
I'm gonna have to pass.