Kayle + why true damage is a good thing
I'm going to preface this with a statement: I'm making this post because none of you listen. Yes, none of you listen. I shouldn't have to be writing this when RIOT themselves have justified true damage as a balance lever, and especially when new Kayle isn't out yet.
With that being said, let's dig into the reworked kit's seemingly only controversial point: Her level 16 form, Transcendent. Or rather, its true damage.
Think about her kit. How does she fare against other champions in lane? She has no disengage, no engage, and no hard CC. She doesn't even have ranged autoattacks until level 11. She will be bodied by bruisers top lane and poked to death by mages in mid. Only at level 11 will she be able to fight back effectively. You have 20 minutes to gain an advantage over a squishy melee carry that's vulnerable. Use it.
As for the true damage, this is not a bad thing. Riot has emphasized, multiple times, that they want you to counterPLAY true damage. They don't want you to stack defenses to beat certain champs; they want you to land your cc and neutralize the threats with actual gameplay. This is why they don't care about the boards crying about Vayne w, Fiora passive, or anything else. This is the intended gameplay of these champions. These are abilities that are supposed to be threats to everyone. In Kayle's case, she doesn't even get it until level 16, and afaik it's not % health true damage. This means you can at least stack health-heavy builds and get more survivability out of it.
For a moment, let's say they wanted to make kayle, but they were willing to listen to the boards and take out the true damage. How do they make her a threat to tanks? She is a hypercarry afterall, so she has to be able to.
% HP on every auto? That won't become unbalance-able due to rageblade, I'm sure.
Armor Pen/ Shred? That won't get abused by cheese burst builds to nuke squishies like an assassin (
), I'm sure.
True damage is the only thing that will modify the damage to squishies very little. They were likely already taking a high % of the waves' magic damage, so level 16 won't be too much of a spike in damage against them.
There's no point in thinking true damage is a bad mechanic. It's expensive to the power budget and encourages intuitive gameplay past building X Y or Z to win.
TL;DR: Kayle isn't out yet and flat true damage is the healthiest form of tank killing in the game.
Edit: before everyone jumps on me about her Q already having shred, I'm talking about relying solely on shred alone to kill tanks. The values would have to be high for that to occur, which would in turn allow it to be used to pop squishies.
anyways, which additionally pierces armor/mr.
As long as it's somewhere in the range of Twitch/Yi and not, say, 40% of all of Kayle's damage turns into True Damage. I still think she can get by without it, since it's not like anyone ever argued
/
needed True damage (more, in Twitch's case. His DoT is somewhat negligible) and yet they're top of the line Hypercarries. Not sure how strong Trist is right now, but when she IS strong she's a nightmare. She does have a good chunk of Magic damage, though, so you can't just build armor and completely negate her especially when she has Shiv + Stormrazor.

for some of these, early game laning is their strong point. The others require 1 item and then they're as strong as any other champion out there. They're not even that weak or not weak enough. Kayle fixes this problem, no matter how broken the items she's buying or what runes she takes, she will always be weak early game. There is no build for early game power that you can build on Kayle.