Some ideas for Kayn gameplay and QoL changes
So today I hit Mastery 6 on Kayn and one Mastery 7 token, meaning I have a bit of Kayn experience and can see where he needs some changes.
He has a weak early game. Downright terrible. While his clears may be fast, and his gank routes able to come from anywhere... it's undeniable that his early game is terrible. He will get out-dueled by basically every other jungler in the game should they come across him. His 2v2's are noticeably weaker than other junglers. He brings neither damage nor CC. This is understandably necessary seeing how he can basically ignore wards and will be able to roam much faster with his fast clears.
- A slight damage increase on his Q, and a slight decrease to the bonus damage to monsters. This would help out his gank and duel damage in the early game. Nothing major, just enough so he doesn't feel completely useless until 15 minutes.
His essence mechanic is basically a joke. It's awful. Riot says they don't want people micromanaging the essence that they get like counting the orbs and stuff, and I can see where they're coming from. However, some changes need to be made to this system.
- The meter should roughly indicate how much of each essence you have. It's really annoying ganking bot 3 times without a kill and thinking you're going to get Shadow Assassin, but then killing the melee midlaner and suddenly you get Darkin.
- Ranged champs should give more essence. It's going to be harder to get off damage onto them, especially in the early game.
Shadow Assassin is really weak opposed to its counterpart, Darkin. SA takes at least 3 items to feel like an actual assassin, opposed to Darkin who feels like he's strong with only two. Shadow Assassin feels next to useless if you are behind. In order to be actually killing people with SA, you need to be crazy ahead. There's no real feedback on his passive. Unlike other assassins, SA lacks a way to get OUT once he's gone in and assassinated a target. SA feels like it barely scales, at least in comparion to Darkin. The ult feels bad in terms of damage and is easily negated by heals and shields.
- Give the magic damage on his passive some sort of feedback. Maybe some extra color and particles when it's going off, and some noise. Just something that lets you know you're dealing that magic damage.
- Additional AD scaling when you choose SA
- Additional Range on the leap out of a target after ulting.
- Ult applies grevious wounds onto target
- Ult does execute damage.