Kayle will never be balanced until you do these changes...
Make Kayle’s E a melee range attack until level 11 then her E can be ranged after level 11.
Make Kayle still have to generate 5 passive stacks at level 16 to become exhaulted.
Make Kayle’s E a melee range attack until level 11 then her E can be ranged after level 11.
Make Kayle still have to generate 5 passive stacks at level 16 to become exhaulted.
Make Kayle’s E a melee range attack until level 11 then her E can be ranged after level 11.
LMAO, let's make an already weak early game champ even worse early game.
Make Kayle still have to generate 5 passive stacks at level 16 to become exhaulted.
And completely kill the hypercarry fantasy she has.
The issue isn't Kayle, the issue is Kleptomancy.
Half or remove her true damage, add some more power early on to compensate so she can actually lane against people, delete Kleptomancy, which has been a problematic rune since day 0.
Done, she's fixed.
her E being ranged is like the only way she can even farm safely making that a melee attack pretty much means she will never be able to farm against
pretty much any top laner her early game is already super terrible its her late game everyone has a problem with
I would be fine with the passive stacks or remove the true damage and have her stay exalted instead of both.
so to explain more clear
Have her permanently exalted but no true damage
Have true damage but not permanently exalted
but that E change will ACTUALLY make her so bad its disgusting
I think you're being overly dramatic. Kayle is probably OP but you don't need to make her into a champion that has no choice but to afk in the early game, nor do you need to completely gut her hyper-lategame.
Kayle still has an armor/MR shred on her Q that probably adds a ton of power, but players probably forget about it and wouldn't miss it if Riot took it away. That hurts her damage all game, especially before she gets true damage at 16, and also hurts her teamfight utility when she hasn't grown into a big damage threat.
Her execute damage on E, while it may be a more fun and identifiable strength for players, still gives her a lot of power whether she's ahead or behind and makes spamming E in lane into really scary harass as she wears a target down. If it were instead changed to flat damage increased by target's missing health it could be balanced a bit more (i.e. 20 damage at 100% health, 40 damage at 10% health instead of 0 damage at full health, 80 damage at 10% health when they have 550 hp) while still making it good at executing minions for a rare free cs. Another possibility would be increasing the mana cost and then refunding some on cs to keep it as more of a cs tool instead of free harass to keep targets from diving her.