What if Kalista's auto attacks worked differently based on how she hops?
So the main reason she hops is because she puts her whole body into a throw, right?
If so why not make it even more apparent? It would also boost her seeker of vengeance theme in a way.
My idea is that Kalista would have a less powerful auto attack if she jumps backward but more powerful if she jumps forward. The idea is to weaken her overbearing kiting but strengthen her chase (trying to deliver vengeance).
(The numbers are not certain just examples, and anything is open to change)
Kalista loses 20% of her AA damage while jumping backward, but gains 15% auto damage while jumping forward. Standing still gives you normal AA damage, not sure about side jump changes.
This is optional and may be too harsh: Rend stacks only apply if she is jumping towards the target or standing still (to impale the attack needs force). The compensation is that rend stacks would deal more damage.
This fits thematically since
would get stronger while chasing down her targets (the vengeance targets) while getting weaker when she isn't trying to deliver vengeance (jumping away).
Any suggestions are appreciated. This is only a suggestion to solve her problems while allowing her to keep her mobility.