Kayle upcoming changes
So Riot August just showed some changes that he is planning to ship for Kayle and to be honest they are pretty awful and might create issues and a weird feeling of being weak, strong then weak again when playing Kayle.
As of such I have decided to go through the changes and make my own changes which I do believe could turn Kayle into a balanced state. (However Im still against the exploitable usage of Kleptomancy on her however, Riot refuses to adress Runes and remove this non interactive rune, so I will take my wins where I can. Feedback and sharing is appreciated)
P + Stats Armor: Stays as 26. Attack Speed: 0.625 + 1.5%/lvl >>> 0.625 + 2%/lvl Base Attack damage: 50 >>> 54 Level for Evolve: Stays as 6/11/16
Innate/Zealous Form(Level 1) Movement speed: Ramps up depending on stacks to a max of 15% (3/6/9/12/15%) against enemy champions. Can now stack against turrets Stacks will time out after 4 seconds instead of 5. Moved Ranged form to rank 1 evolve Moved AoE attacks to rank 2 evolve
Aflame Form(Level 6) Range: 550 >>> 525 Bonus Attack speed per stack: Stays 10%
Arisen Form(Level 11) Exalted attacks launch fire waves.
Transcended Form(Level 16) True Damage Stays as live. Adds +25 range (550 Total) E limitations are removed and Kayle E now refunds 30% of the cooldown if she executes a enemy champion with it.
Q Stays the same as live with the bug fix obviously.
W Base movement speed increased to 26 / 30 / 34 / 38 / 42% from 24 / 28 / 32 / 36 / 40%.
E Execute damage: Stays 8-16% E now refunds 40% of the cooldown and mana if it kills a minion. E drops all stacks if it hits a enemy champion. However if the Enemy champion is executed by E or killed 0.5 seconds afterwards, Kayle will remain with all stacks.(Limitations removed once reaching level 16)
R Cooldown: 160-80 >>> 140/110/80 Mana Cost stays as 100 mana at all levels. AoE radius stays the same as live.
-This will ensure Kayle can play the laning phase without basically dying everytime she walks up to a minion to farm in the toplane. It will also allow Kayle players to have more freedom in the way they apply points to abilities. -E poke pre level 16 will be a exploitable window for foes to attack Kayle since her attack speed steroids will reset. -Theres no reason for Kayle to have more than 550 attack range. She is supposed to be a Hyper Carry that melts everything in her path however increasing her range will make her unreachable and turn her too safe in teamfights. -Giving Kayle free movement speed, armor and a Q spam forcefuly is not the way to go. Instead with my changes the Q will still be fair to hit/dodge and used for the shred/slow, the movement speed can be played around by Kayle players and foes, and finally Kayle will still be squishy. -The W nerf reverts will allow Kayle to use W as her dash/kite alternative in the right time like before.
-R costing no mana makes no sense to me in August changes if he is putting Q mana refund. Either way 100 mana is fine and was never a issue.
-AoE radius is fine the way it is.