Akali Balance Idea
This is really aiming at attempting to deal with the pain points when playing against Akali while actually offering more skill expression for the player (which is how each individual player plays the character, has nothing to do with actual skill).
High mobility is usually the pain point that is not fun to go against and usually coupled with a high defensive spell and high burst damage. For Akali however, I think it is just her long shroud duration and lowering both the duration and cooldown makes the shroud less annoying to play against, have Akali think about use more, and have her use it offensively rather than only defensively thanks to the energy return that it has just for using it - making this idea have her shroud work even better for her kit.
Twilight Shroud (W):
Energy Restore: 40/50/60/70/80 energy [unchanged] Cooldown: 17/15.5/14/12.5/11 --> 14/12/10/8/6 seconds Shroud Duration: 5 seconds --> 1.5 seconds (more like a cinematic ninja, disappearing with a buff of smoke) Bonus Movement Speed: 20/25/30/35/40% --> 60/75/90/105/120% (less mobility overall, the duration really affects this value by a lot)
Assassin's Mark (Passive):
Bonus Magic Damage: 39 - 180 (+90%bAD)(+70%AP) --> 60 - 240 (AD REMOVED) (+70%AP)
Five Point Strike (Q):
Magic Damage: 25/50/75/100/125(+65%tAD)(+50%AP) --> 60/90/120/150/180 (AD REMOVED) (+50%AP) 80%+ Energy Heal: 20/25/30/35/40% of the damage value [unchanged, but affected by damage value change]
Shuriken Flip (E):
First Cast Damage: 60/90/120/150/180(+70%bAD) PHYSICAL damage --> 60/90/120/150/180 (AD REMOVED) (+50%AP) MAGIC damage Second Cast Damage: 60/90/120/150/180(+70%bAD) physical damage [unchanged]
I think hybrid scaling just makes Akali hard to balance while not feeling like it is anything special or unique. Focusing her as primarily an ability power assassin with only a few attack damage ratios helps balance her, especially since attacks already scale with ATTACK damage so any AD ratios just mean that she double scales with any AD that she builds (the system was never meant to have AD ratios unless the ability DIRECTLY corresponds to the basic attacks, AD ratios were being added like crazy because Riot Games lost sight of their original intentions and purpose for the systems they had in place).
This is granting a world that makes it easier to control the balance for Akali and most importantly deal with the main pain point of her long shroud duration to be a lot more reasonable to deal with, even if it means she gets twice as many (which buffs her Q slightly, but I traded defense for offense here, her W will still serve its main defensive function still without the annoyance to the enemy opponent).
UPDATE NOTES:
Twilight Shroud: Idea smoke duration increased to 1.5 seconds from 1 second (smoke moves faster the lower the duration, might be too fast at 1 second)
Other: Just stated attack damage ratio is removed in places for clarity purposes.