Ideas, Thoughts, and Discussion: Kayle

Stacona··1 votes·296 views

General points for Kayle:

~ Kayle just needs an entirely new kit. Right now her abilities are either invisible and unappreciated power, like her passive, or all of her abilities are point and clicks or a passive that requires you to press E; there is no room for skill expression for Kayle's current kit which makes for a lackluster experience for an enjoyment level cause a champion to either be in two extremes of dust collector or perma-pick/ban because the kit is too hard to balance properly.

~ I like Kayle's element of becoming an ability power marksman that also doubles as a support. So let's double down on Kayle being a terrifying angel that everyone needs to fear and being a protector at the same time; right new you do not feel the angel element at all, they are quite terrifying creatures. ~ ~ This would include making her ability animations and sounds to also create a feeling of POWER rather than point, click, and a glowing red orb deals a chunk of magic damage and slows for awhile. Also it is hard to make a point and click feel powerful due to their lack of counter play, so giving her skill shots will allow for the abilities to become much stronger (not everything needs to be a skill shot, but making her main ability one allows for animation, sound, and effectiveness to all create that feeling of power at the very least).

~ Kayle should feel like she is carrying her team, but she should NOT be a solo carry. If Kayle is to be an angel champion then it makes sense for her to carry with her teammates, a marksman-support that can true solo carry is just asking for overpowered levels of gameplay which creates balance headaches; we want to avoid extremes of never picked or must pick.

~ I personally would like to see a (can cast on allies) heal remain on Kayle's kit, but ensure that the heal offers some kind of interactive and active element in some way for its true potential and not be a passive heal to ensure fairness and not repeat past mistakes. ~ ~ Could include something like low base heal BUT greatly amplified heal for recently basic attacking an enemy champion or epic monster (epic monster because of objective team play, it is a significant target that deals a lot of damage), or something like high base cooldown and the heal cooldown is lowered with basic attacks.

~ For her range and damage it will be best to make it her actual passive. This will offer better skill expression than always available on button press since you play around a set timer rather than ignoring melee form completely. It will follow the same rules where up time is longer than down time and with enough cooldown reduction you just gain permanent range mode, so it is just playing around the timer in the early game until you achieve you items for the cooldown reduction. ~ ~ The main different here is that it frees up an ability slot to have a real ability rather than a powerful, unappreciated, invisible passive with two abilities and an ultimate that is strong, but is hard to balance and does not feel powerful for the user.

~ For the ultimate It may be best to give it two effects. Rather than be an infinite shield, it may be best to have it as a set value (obviously with ability power scaling), to introduce some kind of hope for the enemy and to make it feel more powerful and implement (literal) fear into the enemy it will explode at the end of its duration fearing enemies around the allied champion for a long duration as long as the shield remained intact. So you either will run away from the shielded target or try to burst out the powerful shield before it explodes into a devastating and game-changing fear/terrify (depends on what you like calling it). ~ ~ So something like this offers power for the player and a level of counter play for the enemy. Remember something like this will be on a long cooldown since it is an ultimate.


Below is just an example kit below to spring forth new ideas by the rest of you. You know, to help the creative juices to start flowing!


Basic Attack Range: 150 / 550; current 125 / 525 units Attack Speed: 0.684 +1% per level; current 0.638 +2.2% (more emphasis on building attack speed than getting it for leveling up)


Righteous Blade (Passive): Cooldown: 9 seconds (normal and scales with CDR) Kayle will periodically ignite her sword for 6 seconds granting herself 400 bonus range to her basic attacks and 15-40(+45%AP) bonus magic damage on-hit.

Kayle always deals 15-40(+45%AP) bonus magic damage on-hit against minions and monsters whether her sword if ignited or not.

The Reckoning (Q): Cooldown: 11/10/9/8/7 seconds; Cost: 70/75/80/85/90 mana; Range: 1000 units Kayle summons a powerful bolt to come towards her in a line, dealing 70/90/110/130/150(+45%AP) magic damage and slowing down by 65/70/75/80/85% for 1.5 seconds against struck enemies. If the last target Kayle basic attacked was the first enemy struck then it is stunned instead of slowed.

If Kayle catches the powerful bolt then all magic damage she deals from her basic attacks deals true damage instead for the next 3 seconds.

Divine Power (W): Cooldown: 6 seconds; Cost: 60/70/80/90/100 mana; Range: 900 units Passive: Kayle's basic attacks on-hit against unique champions grants her a Divine Charge for 1.5 seconds, epic monsters grant 2 Divine Charges. Divine Power's healing capabilities are amplified by x2, x4, x8, x16, or x32 its base power based on how many Divine Charges Kayle currently has, maximum of 5 Divine Charges at a time.

Active: Kayle heals the target allied champion or herself for 16/22/28/34/40(+15%AP) health.

Fury of an Angel (E): Cooldown: 18 seconds; Cost: 40 mana Passive: Whenever a nearby allied champion takes champion damage then Fury of an Angel's cooldown is reduced by 5/7.5/10/12.5/15%.

Active: Kayle's attack speed is set to 5.0 attacks per second, but all of Kayle's damage, including on-hit damage, is lowered to 10/12/14/16/18%(+10% per 100% bonus attack speed) for the next 3 seconds.

Kayle can freely move while attacking during Fury of an Angel.

Holy Retribution (R): Cooldown: 130/105/80 seconds; Cost: 100 mana; Range: 900 / 550 units Kayle bathes the target allied champion or herself in holy light for the next 2.5 seconds, shielding for 250/300/350(+100%AP) shield. If the shield still holds after 2.5 seconds then heavenly power springs forth from the target, dealing 150/200/250(+70%AP) magic damage and fearing for 2.25/2.5/2.75 seconds against struck enemies.


1 Comments

OrganicT1 votes

i love Kayle she way she is and i'm against your rework.

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