Thoughts and Ideas: Kalista
So things I like with Kalista and her problem areas:
~ I LOVE her Rend; the infinite stacking aspect and Kalista being the objective securing marksman are very unique to Kalista.
~ I HATE her bonding item, she should simply just be the team play marksman. Period. changing her abilities to interact with her entire team / any teammate will smooth out her gameplay and make her easier to balance, removing the one ally only gimmick.
~ Kalista's hops need to changed to be more fair to play against; like it be her only form of movement and can hop one time every second, scaling the exact same way as normal movement speed - including movement slows - with attack speed increasing the hop speed (getting to your per second movement slightly faster would also help encourage that Rend stacking attack speed focused build that makes her so unique)
~ Make quality of life improvements to her feel bad abilities to use, like her Sentinel. What I am thinking is something like only one giant INVINCIBLE sentinel that instantly spawns up to a far range location with a single long cooldown, no more charges, that persists for a few seconds and always movement away from Kalista (so sight is still directional, also grants true sight against champions, sight radius will massively increase with its massive increase in sentinel size). Thought here is have Kalista's scouting tool feel impactful for the player, passively will still be % max health (with an AP ratio added, to help those that want to go Rageblade since spear stacking is an on-hit) where it is allied champion basic attacks can only MARK enemies for a short time and Kalista's basic attacks will detonate the mark and deal the % max health magic damage [no cooldown, it will be more focused on consistent teamwork rather than a massive burst of damage of what it is now; marks obviously won't stack since they are the same marks, marks can refresh in duration when re-applied]
Attack Speed: 0.690 from 0.644 [bonus attack speed from the kit would be removed] Attack Damage: Reduced to a more normal value on par with the other marksmen rather than the insane base AD she currently has Movement: Hard capped at 0 units per second [she only moves with hops; which will be on par with a 325 units per second champion]
Martial Pose (Passive): Static Cooldown: 1 second; Base Range: 325 units Kalista cannot move normally and instead she can periodically hop to the target location with her movement commands, following the same rules as movement speed in all regards.
The speed of Kalista's hop increases with Kalista's bonus attack speed.
Kalista can hop over terrain one time every 30[-1 per level] seconds as long as her hop distance is longer than the thickness of the terrain.
Pierce (Q): Cooldown: 8 seconds; Cost: 50/55/60/65/70 mana; Range: 1150 units Kalista hurls a spear in the target direction damaging 1(+1 per 30% bonus attack speed) enemies it passes through dealing 10/70/130/190/250(+100%AD) physical to struck enemies.
Sentinel (W): Cooldown: 90/75/60/45/30 seconds; Cost: None; Range: 4000 units Passive: Basic attacks from allied champions mark enemies for 1.5 seconds. Kalista's attacks against marked enemies detonate the mark and deal 4/5/6/7/8%(+2% per 100AP) of the target's maximum health as bonus magic damage (max 120 against monsters).
Active: Kalista summons an indestructible giant sentinel at the target location for the next 5/5.5/6/6.5/7 seconds that always moves away from Kalista revealing the area in front of it and applying true sight against enemy champions. The sentinel ignores unit collision.
If the sentinel spots an enemy champion then it will follow it for its remaining duration granting Kalista and her allies 50% bonus movement speed when moving towards the revealed champion.
Rend (E): Cooldown: 14/12.5/11/9.5/8 seconds; Cost: 40 mana; Range: 1000 units Passive: Kalista's attacks and Pierce on-hit lodge a spear into struck enemies for 4 seconds, an infinite amount of spears can be lodged into the same enemy. Kalista's critical strikes throw two spears instead of one at split damage.
Active: Kalista rips the spears out of nearby enemies dealing 15/20/25/30/35(+20/25/30/35/40%AD) physical damage for every spear that was in the target and slowing them down by 30/35/40/45/50% for 2 seconds.
Executes from Rend refund the cooldown and restores 20 mana per execute, up to 40 mana.
Fate's Call (R): Cooldown: 140/110/80 seconds; Cost: 100 mana; Range: 600 / 1200 units Kalista calls in the target allied champion to her location placing them into stasis for up to 2.5 seconds.
The called in allied champion can then right-click to a target location to dash to it, stopping at the first enemy champion struck, knocking up nearby struck enemies for 1.5/1.75/2 seconds, placing themselves at their maximum attack range afterwards.
If the called in champion failed to knock-up an enemy champion then they are placed at Kalista's location instead.