There are better ways to balance Kayle... :<
Before you will drop your heat towards the champion you dont like, just read this. I am a kayle main since season 1, i played her a lot a lot games and like the champion concept itself with range basic attacks powered by magic. She has decent wave clearing, her damage is nice when built right and totally love the 2 supportive spells that could change game tides.
Before the patch with AP customization changes, her pick ratio was about 2% or less, no one was banning her at all, and win ratio was oscillating between 47 to 49%. Then the patch 5.13 comes out and i was really happy about that tiny buff my champion received. 0.05 ap ratio on E has helped me in middle game, while passive E damage made my last hitting easier, so already i could play against competitive picks without fear i will get horribly outfarmed and smashed on the wall.
Nashoor tooth change was really helpful as well, it filled the gap of AP need, and after all the champion felt really nice after those changes, counterable, not that easy to play, but rewarding if you know what you are doing.
However Riot, you introduced to the game this item
in the same patch, that increases on hit effeciency effects by average 50% per hit as well as changing E
spell to be On hit. This totally put her strength to the new disgusting level.
Im confused about those few jungle changes, it gives to kayle just too big unbalanced power spike for how cheap it is (2250 gold). It does not take a lot of time to stack it up. River turtle gives already 2 stacks, assists gives 1, and 1 from large monster, average kayle player could stack it up till 25 minute.
This is really disgusting item, making my
champion too strong in the jungle and i dont like it at all.
Im playing kayle on the middle, top or bot sometimes and play her AP or tanky bruiser (tf, bc, botkr etc), and if you ask me, she is not that all strong on the lane and hasnt been before patch either.
Right now, on PBE her early **base AD **has been reduced by 5 and this will not affect
jungler kayle at all, it will affect more laner kayle, due to the fact her damage will get reduced by too big amount at first lvls. For somebody who is playing kayle and buy
shen on her early game, its a huge nerf, cutting her early game by a lot, about 20 damage early game. Its really a big deal for a champion that needs every piece of damage early game, because how much item dependant she is.
This nerf will not change jungle kayle at all, because she is not hard to deal with in early game anyway and it has nothing to do with the power she gets after stacking up devourer.
Maybe instead of this, you revert E change, and change it into spell effect multi-hit like it was before patch, so sated devourer will not occur her E twice every second AA. This change would be much better than nerfing kayle as the whole. It will also reduce the sick slow on the rylai
from 40% to 20%, which i think its also really disgusting stuff as well, for someone who played kayle before slowing somebody for 40% permanently is just too much, it leaves no counter play for a lot of champion without dashes... or
on cd.
Riot keep in mind that, reducing her early AD will not affect her power spike jump with jungle item, but mostly touch the people who plays her in balanced way on the lane without jungle item!
We Old School Kayle players demand attention from you Riot, we want nice balanced champion, not the another broken pick or ban, which could be played ONLY IN 1 WAY.
Thank you.
Sry for long post, here is your poro ![]()
- again all of champion's builds got nerfed cause of one item synergy... isn't it easier to remove that item synergy??**
/
builds without making her op or so.
Yi's Double Strike passive unable to proc off of Sated Devourer, so why not have the same thing on Kayle's E?
And I agree that Rylais
or even
??
**R:**Same
.