(New) Kayle is Disgustingly Broken (And here's why)
In my time of playing since S4 I've seen some dirty updates, reworks, and champion releases. But this? This takes the cake. When Kayle somehow manages her way into my games I often find myself asking the same questions. The one I'm most curious of being How did this get through the balance team? I'm going to say it slowly, just to ensure we all get the problem here. Ahem. WAVE. AOE. TRUE. DAMAGE. Stop. Stop it. You change Conq and Infinity Edge because there's too much true damage around the board, and then you release this monstrosity? Though the problems don't simply stop at one (of her many) passive(s) Her heal's movement speed now scales with Magic Damage (AP) This is quite literally the only movement speed amplification ability that scales. Why? Not to mention it heals her AND an ally now. And last, but not least, her Q. Again, I'm going to say it slowly so that we all understand where the issue is. A hybrid, wave/aoe basic attack, ranged, champion has an ability that reduces Magic Resist AND Armor. This is a literal cancer to the League competitive scene.
So far, I've seen very little opportunity for outplay potential. Yes, she's able to be caught out and locked down, but once late game rolls around she's invincible. Once she has a team that can hover around her, anybody who steps up to her and even sticks their pinky toe in her auto range are melted like a 1000 degree knife through butter.
This goes for tanks, too. Spirit Visage doesn't stop her. Adaptive Helm doesn't stop her. Christ, even Thornmail doesn't stop her. Damage negation be damned, True Damage will be our reckoning.
"Oh, but why don't you just perma-ban her then?"
This is a valid argument. Bans are a part of the game for a reason. But, and bare with me on this, if a champion has to be banned every game for there to be a chance of winning, why implement the champion at all?
As of writing this, Kayle has a 50% win rate, which is typical for most champions to hover around that percentage. Assuming you ignore her 7.14% play-rate.
But I mean, hey, at least her ult is balanced now. At least she can't attack during it. So I guess we have that.
All in all, I get it. I get what Riot wanted. They wanted Kayle to have a very weak early game, and a hyper carry late game. But they overshot both. Kayle's early game is absolute garbage. But after she reaches level 11 she's a monster that just isn't fun to fight. She needs serious balance updates and changes to her scaling early and late.