kayle's e is changed to a toggle skill
none of the stats change, costs 4.5 mana per second while active (cost 45 now for a 10 second period), and can be toggled on a 2 second cooldown.
how does she change?
none of the stats change, costs 4.5 mana per second while active (cost 45 now for a 10 second period), and can be toggled on a 2 second cooldown.
how does she change?
What about Costing Mana per Auto instead? 
That's what i was about to mention. Costing mana per attack seems better imho.
A lot of the early-game counterplay to Kayle relies on waiting for her E to be down. This would remove that interaction, unless you change something else about it as well.
perma ranged attack would be achieved almost immediately with a few points in the first row of the utility tree granting 3 manaregen
that really doesnt change anything as it can already be reactivated as soon as it ends and you would regenerate the same amount of mana while it is active now as if you activated it for 10 seconds if it were toggle
that's only if you build that necessary 20 percent cool down item. A toggle able ability could open up new possibilities for build paths, and her early game wouldn't be gimped
She's already been nerfed hard enough where she can barely carry games. This would kill her and make her lower than Azir tier right now. She'll will literally never be picked, EVER.
She's already been nerfed hard enough where she can barely carry games. This would kill her and make her lower than Azir tier right now. She'll will literally never be picked, EVER.
I think toggles are quite a good way to go about timed buffs which drastically change a champions playstyle. And you could also change it so that, specifically, her AA range is a toggle and the AoE is a timed buff that adds splash damage to basic attacks.
Kayle's gameplay revolves around her being ranged for a period of time. If she runs oom in lane she will always get out traded without her E. OP is suggesting that all Kayle's have exactly a 1.0 AS ratio to make the toggle seem fair. But what does the average Kayle build look like, most rush a Nashor's tooth
and then may also pick up a Runaan's Hurricane for more AS
, because she scales really well with it. This would put her well over a 1.5 AS ratio and would make her run out of mana 50% faster.
why?
She will run out of mana to fast. that's why
She will run out of mana to fast. that's why
according to the OP's definition you'd use exactly the same amount of mana that you do now.
I literally just explained this…OP's suggestion only works if Kayle has a perfect 1.0 AS ratio. But what do most Kayle's build? they build attack speed. First item is usually nashor's tooth and then followed by runaan's hurricane. Which would put her well over a 1.0 AS ratio (even without hurricane would still put her over that ratio). So in ten autos she will lose 45 mana, where with the current system she would be able to get about 17+ autos off and still lose 45 mana.
Huge buff, particularly for Mid and Jungle Kayle. Riot please.
This sounds like a QOL buff on it's face, but is, in truth, a pretty drastic nerf. I've ended certain kayle builds with like 2.2 attack speed. Even late game I'd be OOM very fast. She already has...not the best mana, and gets bullied by most people because her base damages are a bit low, and her attack speed to ramp up her passive got a significant nerf when they last changed anything. By needing her W (large mana cost) to sustain, her Q MUST be part of trades to win them, and now my autos use as much if not more mana...no. Her already low pick rate and lackluster feel until like your fourth item just get worse.