Hello,
Thanks for the feedback. To be honest, half of the battle thus far has been trying to figure out how to best present information without overloading readers to the point where they lose interest.
I had a lot of goals with this rework. Overall the goal was to provide more counterplay and utility to Akali's kit whilst reinforcing her kit with thematic elements.
While this rework does have some shared elements with Lee Sin and potentially tank Ekko, I wouldn't put them on the same level of gameplay necessarily. This rework was designed to leave intact her 'sit in the enemy team and keep jumping on their faces' gameplay, but also to address concerns that she currently has, namely her extreme feast or famine state.
I would like to point out that Akali, per live, currently has:
a 6-4 second cd Q
a 20 second cd W
a 5-1 second cd E
and a 30-15 recharge, 3 charge 2-1 cd R
That being said, I did not shorten her cd's in this rework and more or less left them as they were. She is constrained by energy, or should be post-tuning, so long term skirmishing should be out of the question.
The hard CC that I gave to Akali is minor and almost uncomparable to Lee Sin's ult or Ekko's stun. Her pull and knock down are situational, only really working if she chooses to disengage or if the enemy disengages forcefully. The utility provided by her shroud, however, is to be a focal point of her kit. By denying vision of the area inside the shroud to those outside, and by denying vision of the world outside to those inside the shroud, Akali would create a high tension situation with every shroud she creates. Jumping on the enemy ADC presents a whole new level of danger, as the ADC's teammates will have to choose between having vision on their ADC (Janna can't shield without going into the shroud), and maintaining vision of the rest of Akali's team. Due to the loss of pink wards, I also included a means of countrplay by forcing enemies to get close to Akali inside the shroud in order to see her.
Unlike Ekko, I did not include easy to use CC, % damage, or excessive sticking power without mechanical execution. Akali is also energy based and I intend for her to run out if she attempts a long duration fight. My goal was to provide enough incentive to build AP/AD that going tanky would be leave Akali without a good deal of damage. I do understand that playing a champion helps a lot in understanding the champ, but I have simply attempted to address some of the very common complaints about Akali's design. Riot is looking at ways to introduce counterplay, delayed kill potential, and team utility to assassins, and that is what I attempted to do. I am happy to discuss my ideas and to accept that I may be wrong, but use game design concepts to back your arguments please, so that I can improve in the future.