How Kalista Should Have Been(Updated)
I wanted to address some of the balance issues with Kalista, while still remaining true to the concept for those who enjoy her. My main focus with this is her ult, but I believe her other abilities are in need of some work as well.
Passive
Martial Poise If Kalista enters a movement command while winding up her basic attack or Pierce, she will drive through in that direction when she launches her attack, lunging toward that point. Kalista loses this ability while Slowed, Snared, or Taunted.
In addition, Kalista would also have an indicator, similar to Draven's Axes, to where she will land. This can be as simple as a shadow, but gives a reference point for skill shots and makes Kalista think about where she is leaping.
Q
Pierce Throw a fast moving spear that passes through enemies it kills.
A fast but narrow projectile that deals 10/70/130/190/250 (+100% Attack Damage) physical damage, and slows enemy unit hit by 5%/10%/15%/20%/25% for 2 seconds. Triggers Martial Poise and Rend. If it kills a target, Pierce continues onward, until it fails to kill a unit, and deals 10% less damage for each champion it hits (maximum 30% reduction).
W
Sentinel Kalista summons a soul to patrol a path, revealing the area in front of it.
Passive: When an ally kills a speared unit, Kalista gains additional gold equal to the number of spears in the unit. Active: Send a soul Sentinel to patrol an unseen area. Champions they see are revealed for 4 seconds. Sentinels last 7 laps. Kalista gains a charge of Sentinel every 90/80/70/60/50 seconds.
Nearly completely denying Gold from kills to the Oathsworn makes any other role hesitant to want to bind, and makes in nearly impossible for a support to carry(which is already a monumental task), if Kalista gets shutdown early on. This way, Kalista can gain additional gold, without stepping on her allies.
E
Rend Attacks impale their targets with spears. Activate to rip the spears out, hindering and dealing escalating damage.
Passive: Kalista's basic attacks, Pierce, and Fate's Call leave her target speared for 4 seconds. This stacks up to 5 times, dealing 5/10/25/20/25(+15%/18%/21%/24%/27% AD) bonus physical damage on hit. This passive is unavailable while Rend is on cooldown. Active: Kalista rips the spears from nearby targets, dealing 1%/2%/3%/4%/5% of maximum health (+60% Attack Damage) physical damage and applying Grievous Wounds to the target for 1 second per spear.
A non-targeting, multiple unit slow, with a range of 1000, upon massive damage nuke is a bit much. This ability more reflects a finishing move the way Rend should be, and the slow is moved to Pierce for kiting utility.
R
Fate's Call Kalista teleports an ally to herself or teleports to an ally. They gain the ability to dash toward a position, knocking enemy champions back or up.
Self: When cast upon herself, Kalista channels for up to 10 seconds. If an ally clicks Kalista, they are drawn to her, becoming untargetable but pacified. They may mouse click to fly toward a target position, stopping at the first enemy champion hit and knocking all enemies in a small radius back. The enemy champion struck is speared and slowed for the current level of Pierce. After 10 seconds, Fate's Call fails but refunds half of its Mana cost. Ally: If cast upon an ally, Kalista dashes towards the target, becoming untargetable and pacified. Likewise, she may mouse click to fly towards a target location, stopping at the first enemy champion hit, and knocking all enemies up within a small radius, and spearing all effected units.
This is probably Kalista's most unhealthy ability. In its current form, its clunky, jarring, and ripe for issues and abuse. With these changes, it brings the ability more in line with the mechanics of the game while still keeping it fresh and true to its concept. It also eliminates the need for the Black Spear and Oathsworn, which are cool ideas, but as any cooperative game that you can effect you allies(such as Legend of Zelda: Four Swords), it more often hurts than helping instill teamwork.
Note: When I originally posted this there were several errors and details left out. This is the updated version as it was intended to be.