If Kayle was Reworked in 2016
Passive: Kayle's basic attacks and her nearby allies' basic attacks deal 1% maximum health magic damage onhit. This effect increases based on how much health the target has remaining. Targets with 1500 or more health remaining take the effect doubled. Targets with 2000 or more health remaining take the effect tripled. Targets with 2500 or more health remaining take the effect quadrupled. Targets with 3000 or more health remaining take the effect quintupled. Targets with 4000 or more health take 7% maximum health magic damage instead. (Aura range: 1000)
Q: It's the same thing but the base damage at low levels is increased while the max rank damage is the same. Also it now applies onhit and onattack effects such as her passive, Lich Bane, Rageblade's stacking (but not Hurricane nor contribute to Phantom Hits).
W: Same thing but her heal is now a flat amount + a percent missing HP effect where the flat amount scales decently with AP but the missing HP part scales very well with AP.
E: Same thing but the splash damage AP ratio is increased to 35% (from 30%) and eveyr bug related to auto attack cancels during the end of Righteous Fury have been fixed.
R: Passive: Gain 25/35/45% attack speed. Active: Gain Target allied champion (or Kayle herself) becomes invulnerable for 2/2.5/3 seconds. The target also regenerates 15/20/27% of their missing health over the next 5 seconds.
Complicated Ability: Check
Percent Health Damage: Check
Heal Relevant Late Game/On Tanks: Check
Lich Bane Build becomes viable again (or worse, Trinity): Check
3 Passives (Intial, the one her E gives her already, now her ult): Check
Gamewarping ability: Check
"Totally" not gonna be build tanky with trinity or anything: Check