Evelynn's charm siphons power from the rest of her otherwise familliar kit
Even with a 2.5 second primer, Evelynn still has access to a hard CC from stealth with limited interaction because the arrow indicator for it doesn't show up until the charm is already primed.
She has to have a slow movespeed and large detection range to give her targets time to react to her charm combo, and her other abilities, mostly analogous to their functions in her old kit, is weaker because of it. In other words, in retooling Evelynn while trying to keep her core identity, the most core components people are familiar with for her were removed or weakened.
We lost AD Assassin, Hyrbid assassin ("nuclear" build), AD bruiser, AD tank, and on-hit skirmisher, leaving AP assassin and CC-bot tank as her variable builds. She needs to build basically full AP to scale her damage well, or full tank to make landing her charm reliable. Now I don't advocate for making Evelynn work with bruiser or diver builds, as she should still be an assassin through and through, but I think some changes could be put through to open up more variety in that role, a job she could do very well in her old version, and not at all in her new one.
To shore up power budget for the rest of her kit and open up more variety, her charm should be addressed first. It is the most auxiliary addition to her ability set, the least like her prior version, and has a huge number of things going on with it that left unchanged, make her a balancing nightmare. I am aware, also, that she has changes on the PBE at the moment, but will be noting changes from her live version only. I have not read the PBE changes, so this is bearing that in mind.
Allure (W) Arrow indicator appearance: after 2.5 seconds (when charm is primed) -> after 1 second, giving the target 1.5 seconds to reposition against Eve. Cooldown: 14/13/12/11/10 seocnds -> 16/15/14/13/12 seconds Disable duration: 1/1.25/1.5/1.75/2 seconds -> .5/.75/1/1.25/1.5 seconds Slow amount: 65% -> 30/40/50/60/70% Targeting range: 1200/1300/1400/1500/1600 -> 1300 at all ranks NEW!: Evelynn gains 30/40/50/60/70% bonus movement speed toward her target for 2.5 seconds upon cast
With her W granting her bonus movement speed and a weaker disable, along with more reliable counterplay, she both approaches her prior use of the skill and opens up power in the rest of her kit.
Demon Shade (Passive) NEW: Camouflage detection range is reduced at levels 11 and 16, at which level it is the same as her pre-rework range
Hate Spike (Q) Initial dart and followup cast Bonus AD ratio: 0% -> 20% (Bonus magic damage on the target hit by the initial dart is still AP only) NEW!: All casts of Hate Spike can be cast while performing other actions without interrupting movement, attacks or other spells.
Whiplash (E) Flat damage damage type: Magic -> Physical (%health damage is still magic) Flat damage: 30/45/60/75/90 -> 60/65/70/75/80% Total AD
Empowered Whiplash: NEW!: Now applies damage and on-hit effects three times while dashing through the enemy and following their dashes/blinks Damage per hit: 30/35/40/45/50% Total AD (Physical) % Health damage per hit: 2% + 1.5% per 100 AP (Total Damage: 90/105/120/135/150% Total AD Physcial, 6% + 4.5% per 100 AP health magic)
Last Caress (R) NEW!: Upon arriving at her warp location, Evelynn deals 50/75/100 + 60% AP + 30% total AD magic damage to enemies within basic attack range, applying on-hit effects to each one
The change to her ult is to allow it to be used to apply her charm by using it backwards, as well as allow the application of several on-hit effects in a row in conjunction with her E.