Kayle, the Life and Destruction of Runeterra [Damage-Healer Concept]

Stacona··3 votes·2,193 views

Fire sword, divine healing, and making a kit to Kayle that is more interesting that does not involve Kayle being in either extreme of rarely to never picked or always picked or perma-banned. My aim here is turning Kayle to be in a spot that can be balanced easily where she can get picked and be good without the extremes of insanely overpowered or terrible and dead-weight.

I will aim at this concept to be either duo-lane damage or as the dedicated support, force her to be team reliant because what I have learned with Kayle is that her concept can be balanced as long as she is reliant on her team. The very second she can solo carry and 1v5 is when her balance issues really come out and makes it really not fun to play against, so Kayle just ends up getting perma-banned until she gets nerfed hard the next patch. The other option is turn Kayle into a completely different champion and hold on to nothing that she has now.

Also I want to remove elements in Kayle's kit that is both super strong and has no player satisfaction to it, like her current passive for an example, even if the replacement is significantly weaker, but feels better for the user then it feels stronger for the player without having something that feels like invisible power for the opponents.


Attack Range: 125 / 575 units Attack Speed: 0.694 +4% per level Movement: 335 units per second Other Stats: Same as a ranged champion


Holy Fervor (Passive):

Kayle's damaging abilities and attacks mark her targets with a stack of Reckoning for 5 seconds. When a target receives 5 stacks of Reckoning, the stacks are consumed and deals 50 - 150 (+75%AP) true damage.

Righteous Fury (Q):

Cooldown: 4/3.5/3/2.5/2 seconds; Cost: 60/70/80/90/100 mana; Range: 700 units

Kayle blasts the target enemy with energy, dealing 60/80/100/120/140(+70%AP) magic damage and marks it for 1.25 seconds.

If Kayle attacks the marked target, then 70/85/100/115/130 plus 10% missing mana is restored and consumes the mark.

Divine Blessing (W):

Cooldown: 10 seconds; Cost: 100 mana; Range: 900 units

Passive: Heal and Shield Power reduces Divine Blessing's cooldown further. Kayle gains 0/7.5/15/22.5/30% Heal and Shield Power. Divine Blessing's cooldown cannot be reduced below 1.5 seconds.

Active: Kayle heals the target champion for 40/45/50/55/60(+100%AP) health and grants 8/11/14/17/20%(+7% per 100AP) movement speed for 3 seconds. Healing an allied champion grants Kayle 450 bonus attack range and her attacks deal 15/20/25/30/35(+100%AD)(+30%AP) magic damage for the next 6 seconds.

Intervention (E):

Cooldown: 20/17/14/11/8 seconds; Cost: 25 mana; Range: 900 units

Kayle bathes the target champion with holy light for 0.75 second, causing them to be immune to damage.

If an allied champion bathed in holy light blocked champion damage, then the next cast of Divine Blessing heals for 30/45/60/75/90(+40%AP) more health.

The Reckoning (R):

Cooldown: 20/16/12 seconds; Cost: 100 mana; Range: 1000 units

Kayle forms a mass of powerful energy for the next 1.2 seconds at the target location that blasts down energy every 0.4 second, dealing 50/75/100(+40%AP) magic damage per strike and applying a stacking slow of 15/20/25% for 1.5 seconds (max 30/40/50% slow).

Targets that are struck by all three blasts of energy are stunned for 1.5/1.75/2 seconds.

After each blast of energy is fired, the mass of powerful energy can be instantly teleported to another location by casting The Reckoning again.


UPDATE NOTES:

Righteous Fury: Range reduced to 700 from 725 units Cost increased to 60/70/80/90/100 from 40/50/60/70/80 Attacking the mark flat mana restoration increased 70/85/100/115/130 from 60/75/90/105/120

Divine Blessing: Cost increased to 100 from 50/60/70/80/90 mana (more emphasis on using your Q and following up on it to supply your mana needs) Base heal increased to 40/45/50/55/60 from 30/35/40/45/50

Intervention: Cost lowered to 25 from 40 mana (it comboes with Divine Blessing with its reward mechanic)

The Reckoning: Slow lowered to 15/20/25% from 20/30/40% (max to 30/40/50% from 40/60/80%)


18 Comments

JarodDempsey4 votes

Alright so I've mained Kayle as an enchanter support for over a year now and while I think your idea is in the right direction, it does have some issues.

Firstly other people will not like her new e since it's basically an infinite hp shield on a basically 4 sec cooldown. I mained Ori support for almost 2 years before Kayle and her shield is similar to this skill in cooldown and purpose, this version of e would be super nice Imo but once you get good at predicting enemy attacks it would get pretty op.

Secondly this this changes her from a primary heal support to a primary shield support which would make Kayle extremely difficult to use for new players and people who aren't used to shield supports and while having higher skill cap champs isn't necessarily bad, it will reduce her effective playerbase which also isn't necessarily good. Also I'd like to point out that this would often reduce her early sustain in lane while also giving her a 650+ heal on a 3 second cooldown at Max build, with the e effect and building for ap plus considering runes I could see her heal pushing beyond 1k which is just craziness.

Thirdly she still lacks hard cc in her primary kit.

My suggestions for your kit: halve the ratios on w and empowered w bonus and revert her base heal amount to slightly below what it is currently. Lower the base bonus heal by half so she isn't incentivised to start pure ap and also doesn't become too op but her empowered w will still be healing a bit more than her current heal. As a support she should have good bases for a strong lane phase. Make e a flat 1.5 second duration at all ranks and change the cooldown to 18/15/13/10/8. Also change the cost of q to 80 at all ranks.

How I would change her kit with yours in mind: I would add to the passive that healing an ally who has been damaged by an enemy champion in the last 3 seconds reduces the cooldown of w by 1/3. Q is fine with the cost change I mentioned. W I would keep the same as it currently is in game but add the current e effects to it similarly to how you have, her extended range may have to be tweaked a bit lower than yours due to my proposed e changes. I would switch your e and r. Give e the effect of Leona's ult (your current r) with appropriate damage for a normal utility ability but give it the range of Swain's w and a delay mechanic based on range similar to soraka q but with a max delay capped at like 1100 to keep it useful to counter engage while maintaining some use at long ranges without making it op/useless. Allow the holy light to provide vision for a short time similar to Swain's w and change cooldown to 20/19/18/17/16. Make R the same as it is now (no Mana cost is also important) and if it prevents death on the target then have it provide a single instance of divine blessing as well.

Stacona2 votes

I think changing her shield to be on her basic ability slot is better for the game as it allows for the duration (and cooldown) to be lowered greatly making it a more skill based element rather than a moderate period of invincibility which is not fun for the opponents.

The shield I traded out duration for durability, an infinite durability, but is a lot more skill based than every other shield in the game because of its very short duration. It will actually be LESS frustrating to go against than something like an Orianna or Lulu shield because of its very short duration, significantly better than how her ultimate shield works now since the short duration feels more fair to play against since Kayle blocked damage due to good timing rather than becoming immortal or making someone immortal.

For healing, low values for the early game and higher later on is best. It keeps Kayle to be a squishy champion and as the game goes on and she gets a bunch of ability power means the enemy can also afford grievous wounds items as well. I made Kayle's supportive elements about keeping her allies alive through her healing and dealing damage, rather than giving her a bunch of crowd control.

I don't see Kayle as someone that is meant to be easy to play for new players, I see her as more of an advanced character that has more simple to use abilities in her kit, but her gameplay to play her is advanced. There is room to have reward on healing allies recently damaged by enemy champions, but I don't see that for Kayle (maybe for Soraka that be better), I rather see Kayle get rewarded for doing the job of a healer by activating her range and bonus damage - this element has incentive for Kayle to heal an ally and be in her attack range since the player WANTS to take advantage of the buff duration, it has a healer being proactive rather than passive and reactive, it is healthy gameplay when the healer puts themselves at some kind of risk rather than sitting behind the backline and be ultra safe.

The shield reward for proper use rather than spamming it is simply blocking champion damage, teaches the player to use a shield when a champion is about to strike and block the same, then you are rewarded with an empowered heal for your next heal. The duration being short makes it a lot more balanced, that is why I moved Intervention from R to E, so I can lower the duration and cooldown and have it be balanced and make it where infintie durability shield is not frustrating to play against (unlike how it is currently, which feels cheap when playing against).


I did think of some fine tuning though that I will change the kit.

JarodDempsey1 votes

meh i suppose, I mean i do understand where youre coming from on your points. The shield especially i get what you mean but at the same time my personal preference is against feast/famine skills, the change to her shield will make it a bad skill for many people while making it very very strong for certain players. IMO i would love it but it would be very hard to balance. Pros would likely make it op while all the nonshield mains would find it practically useless.

~~The lack of cc for peel in her main kit is one of her biggest current issues ~~ i just noticed that with 45% cdr and rank 3 ult its cd will be almost 15 seconds which is really nice. Maybe if an ally dies while it is on cooldown the remaining cooldown could be halved. That could fit thematically with her divine retribution shtick.

Stacona2 votes

Cooldown refunds on a hard CC spell is not a good idea, you want to control the cooldown to ensure it cannot be chained with itself ever.

A short duration on her shield is not feast or famine, it is just a skill element. And someone like Kayle is best to have her not oppressive against low elo and useless against high elo, having the skill elements balances this out where she is not oppressive vs low elo and can still be strong in high elo with good players playing as her. Plus the reward mechanic to teach players how to properly use a shield will help low elo players get better at the game since they are learning how to properly react when playing as a support with a shield with being forced to properly time the shield, rather than have a longer duration that does not punish improper use.

0.75 second is still long enough for anyone can use it, while prioritizing proper timing use. Skill use on shields is something that lacks from the game and an invincibility shield is a perfect choice to allow for a tiny duration shield and not feel useless since it blocks ALL damage while active rather than up to a certain amount like a normal, longer duration shield. Plus infinite durability is great for a role that typically lacks income, I still have the option for Kayle to play as the damage role instead of support role, though I suspect with changes like these that most players will end up playing her as a dedicated support.

JarodDempsey1 votes

It's not like you have unlimited allies. Also i see that you changed the ult and it looks ehhh now. The speed of the mouse cursor would basically guarantee you hitting a target. That mechanic would also restrict your pathing since you have to use your mouse to aim rather than move though you could do both at once just not effectively if you need to make significant position or aim changes independent of eachother. This also delays her hard cc by 1.5 seconds which is double the duration of her e. I'm glad you tried to differentiate kayle from leona but im not sure this iteration of the ability is a step in the right direction.

Stacona1 votes

Shield blocks damage, blocking champion damage also empowers your next heal, the combination of the two will allow plenty of time for the stun to come into play.

The ultimate could be changed to recast to move instead, with limitations.

FlameHalbrdOkido1 votes

{quoted}

I think changing her shield to be on her basic ability slot is better for the game as it allows for the duration (and cooldown) to be lowered greatly making it a more skill based element rather than a moderate period of invincibility which is not fun for the opponents. For healing, low values for the early game and higher later on is best. It keeps Kayle to be a squishy champion and as the game goes on and she gets a bunch of ability power means the enemy can also afford grievous wounds items as well. I made Kayle's supportive elements about keeping her allies alive through her healing and dealing damage, rather than giving her a bunch of crowd control. I don't see Kayle as someone that is meant to be easy to play for new players, I see her as more of an advanced character that has more simple to use abilities in her kit, but her gameplay to play her is advanced. There is room to have reward on healing allies recently damaged by enemy champions, but I don't see that for Kayle (maybe for Soraka that be better), I rather see Kayle get rewarded for doing the job of a healer by activating her range and bonus damage - this element has incentive for Kayle to heal an ally and be in her attack range since the player WANTS to take advantage of the buff duration, it has a healer being proactive rather than passive and reactive, it is healthy gameplay when the healer puts themselves at some kind of risk rather than sitting behind the backline and be ultra safe.

I did think of some fine tuning though that I will change the kit.

well i knew u put some thought into this...But u REALLy put some thought into this

FlameHalbrdOkido1 votes

" true damage." NO pls Why would you put this in there? why can't it just reduce resistances on the next instance of damahe sorta like it did before this time with a visual indicator. Theres too much true damage in the game and arguable some of the champs that do have it either shouldn't or shouldnt have access to so much of it. also theres no counter to it, yeah i kno urs requires 5 stacks, but the game doesn't need more, its likely to go against ur goals and make her pick/ban. Its also probably why u dont have any comments on this thread, people see that true damage and just think the rest of the kit is stupid.

E is great, I like that you have tried to give a nod to her ult in a healthier manor, and I like its connection with W, which is also a great idea.

You need to redo her R, its basically Leona's spell, ik that sometimes abilities are just gonna be similar when theres 100+ champs in the game, but i'd go back to the drawing board with that one

Stacona1 votes

More like Heimer's R+E or Ziggs Q is the ultimate.

True damage is a very under used stat in the game and allows for an easier time to balance the game so the damage is always impactful, but keeps the damage lower than what it should be at so it is not absurd against squishies and meaningless against tanks. Also the true damage proc passive is something that feels significantly better for the player to play around and feels satisfying when it does proc, despite being SIGNIFICANTLY weaker than her current passive shreds and dealing a lot less damage than the passive shreds, but will feel better and thus feel stronger for the player - but its overall power being down does not make it frustrating for the opponent to play against and offers gameplay to play around since it is every 5th hit that procs the damage.

E IS her current ultimate, just toned back and turned into a skill mechanic with its duration, the low duration makes it not frustrating to go against and still does its job of prevent burst damage, but now with proper good timing. I like making my concepts with reward mechanics for the player to teach them proper use of spells, in this case teaching the player HOW TO use shields properly by timing it right before a champion hit to block the damage and reward the player with an empowered heal for the next cast, similar to how Annie's Q teaches players how to properly last hit by rewarding them with a cost refund and half cooldown for proper executions with her Q.

FlameHalbrdOkido1 votes

{quoted}

More like Heimer's R+E or Ziggs Q is the ultimate.

But it appears that you have changed it now?

E IS her current ultimate,

yeah i know, What I am saying is you did what Riot did with Galio, moving the ult to a basic ability, i think its a good move

I like making my concepts with reward mechanics for the player to teach them proper use of spells, in this case teaching the player HOW TO use shields properly by timing it right before a champion hit to block the damage and reward the player with an empowered heal for the next cast, similar to how Annie's Q teaches players how to properly last hit by rewarding them with a cost refund and half cooldown for proper executions with her Q.

Thats the mark of a great concept creator a lot of people could learn from you, shoot now I feel like asking you to review some of my concept work

Stacona1 votes

The shield as her E is good since it allows for a short duration, the long duration invincibility is not fun to play against nor healthy for the game unless there is some kind of draw back for it. Sure this means it is up way more often, but that is not the frustrating aspect, the frustrating aspect was always how long it lasts for and I think it is a cool spell for Kayle to have when placed in a healthy spot for the game.


For teaching players things is something Nintendo does a lot for their game, a lot of people think it is a "tutorial" rather than a campaign not understanding that it is good game design by teaching the player new tricks throughout the campaign and when you get to the end zone is when everything you learned comes together and you need to remember everything. The Octo Expansion for Splatoon 2 does this a lot better than Splatoon 2's base campaign.

Something you need to do for design work is take inspiration and notes - physical and/or mental - of good game design elsewhere and apply to your own work (well any design aspect this applies to, does not need to be specific to just game design).

Microsoft knows how to make a space shooter, could look at Halo. Nintendo knows how to make platformers, so look at Mario. People say Kirby is "easy" (not true), but Kirby can be played anyway you like and can make his games as easy or as hard as you want without a difficulty slider, you can choose to hover over everything for super easy mode and not deal with challenging platforming or you can not puff jump at all and just play him as a normal platformer with a single jump - you can choose to use weak powers, stronger powers, or no powers to change the combat difficulty and difficulty of boss fights that way - it allows the player to have choice and play their own way.


Something Riot has been doing lately is forgetting about teaching players good ways to play a champion and is too obsessed with wanting to create "the most unique gameplay experience ever" and forgetting about basic, good game design like with Annie's Q reward.

The reverse spectrum is Morgana and Janna which teaches the player how NOT to play the game properly and rewards the player for IMPROPERLY playing the game, which is why they need a rework.

Another bad game design choice is Soraka's health cost on her heal. She is a dedicated healer, but Riot is teaching the player to NOT heal her allies, you want the complete opposite and there is a way to have the healer to encourage healing her allies and have them not be super passive and play far back. This concept is one way to do it, you heal an ally and then you are rewarded with a powerful buff for yourself, the player innately wants to maximize the buff duration and mana spent so they feel obligated to be in a range that exposes them, but does not discourage the healer from doing their job - but works for someone like Kayle, Soraka would get something else in a similar manner (as in wanting the healer to put themselves in threat range with a self buff or something for doing your main job).

Something else supports are supposed to do is apply pressure on the lane for the damage can farm up without worry, another reason why Janna is very poorly design since she gets rewarded for NOT applying pressure, so when a Janna "main" plays something else, they have no idea of how to play the game anymore because they improperly learned how to play the role since the champion rewarded for doing something they should not have been doing the entire time. Also Janna is just frustrating to play against.

FlameHalbrdOkido1 votes

{quoted}

The shield as her E is good since it allows for a short duration, the long duration invincibility is not fun to play against nor healthy for the game unless there is some kind of draw back for it. Sure this means it is up way more often, but that is not the frustrating aspect, the frustrating aspect was always how long it lasts for and I think it is a cool spell for Kayle to have when placed in a healthy spot for the game.


For teaching players things is something Nintendo does a lot for their game, a lot of people think it is a "tutorial" rather than a campaign not understanding that it is good game design by teaching the player new tricks throughout the campaign and when you get to the end zone is when everything you learned comes together and you need to remember everything. The Octo Expansion for Splatoon 2 does this a lot better than Splatoon 2's base campaign.

Something you need to do for design work is take inspiration and notes - physical and/or mental - of good game design elsewhere and apply to your own work (well any design aspect this applies to, does not need to be specific to just game design).

Microsoft knows how to make a space shooter, could look at Halo. Nintendo knows how to make platformers, so look at Mario. People say Kirby is "easy" (not true), but Kirby can be played anyway you like and can make his games as easy or as hard as you want without a difficulty slider, you can choose to hover over everything for super easy mode and not deal with challenging platforming or you can not puff jump at all and just play him as a normal platformer with a single jump - you can choose to use weak powers, stronger powers, or no powers to change the combat difficulty and difficulty of boss fights that way - it allows the player to have choice and play their own way.


Something Riot has been doing lately is forgetting about teaching players good ways to play a champion and is too obsessed with wanting to create "the most unique gameplay experience ever" and forgetting about basic, good game design like with Annie's Q reward.

The reverse spectrum is Morgana and Janna which teaches the player how NOT to play the game properly and rewards the player for IMPROPERLY playing the game, which is why they need a rework.

Another bad game design choice is Soraka's health cost on her heal. She is a dedicated healer, but Riot is teaching the player to NOT heal her allies, you want the complete opposite and there is a way to have the healer to encourage healing her allies and have them not be super passive and play far back. This concept is one way to do it, you heal an ally and then you are rewarded with a powerful buff for yourself, the player innately wants to maximize the buff duration and mana spent so they feel obligated to be in a range that exposes them, but does not discourage the healer from doing their job - but works for someone like Kayle, Soraka would get something else in a similar manner (as in wanting the healer to put themselves in threat range with a self buff or something for doing your main job).

Something else supports are supposed to do is apply pressure on the lane for the damage can farm up without worry, another reason why Janna is very poorly design since she gets rewarded for NOT applying pressure, so when a Janna "main" plays something else, they have no idea of how to play the game anymore because they improperly learned how to play the role since the champion rewarded for doing something they should not have been doing the entire time. Also Janna is just frustrating to play against.

k

what did u think about my Kayle ult idea tho?

thecowley1 votes

I know this makes her very support oriented, and I personally don't like that. I've been playing her since I started about 3 years ago. I love playing kayle solo. I see this being. Very hard with a kit like this.

FlameHalbrdOkido1 votes

just wanted to make a suggestion to see what you thought of it

R: The Reckoning Upon casting Kayle marks all allies within range, a small % of damage dealt to enemies by all allies within range is stored as HP in a shield for Kayle. Kayle's shield HP drops off at a rate of X HP per sec. While her shield persists a 550 unit radius bubble AoE surrounds her. Within this AoE. ALL (or a % of) damage taken by allies is stored and converted into DoT dealing a % of the stored damage = to Kayle's missing HP %(taking into account the additional shield HP%) every sec. Stored damage is signified as a Gray section in the HP bar.

This would encourage Kayle players to get into the fray and interact with enemies, as well as reward her and allies for fighting and allow her to fight while also being able to support at the same time.

J4K ShadyBacon1 votes

I am going to start off my comment by saying that I have not done any research on Kayle's lore, so I might be misspeaking here, but I think that ideally, she should work more as a fighter and less as a support since she is a holy warrior and not a dedicated healer. Also, since we have already covered the fact that you try to make it so that your reworked abilities can be balanced by changing their numerical values if necessary I will focus more on the actual change unless I see something really overpowered. So without further ado let's get into my loose review.

  1. Passive - I like the idea here. It is very normal, but that isn't exactly a bad thing. I like the fact that it promotes an aggressive play style from Kayle since she is, in fact, a warrior and thus the prompted playstyle makes sense. What I do not like is that fact that it uses true damage. I remember knocking you for this in a prior rework and really just do not like the use here either cause of how overpowered the passive could be, especially if it has no cooldown. With no cooldown on the passive, Kayle is pretty much guaranteed to win any all in.
  2. Ability Q - This is quite similar to her current Q except with the added bonus on refunding some mana. I really like this ability even though not much changed, but feel some of the values might have to be changed to balance the strength of the ability, most notably the cooldown and range.
  3. Ability W - I really like this ability. The fact that you have to heal an ally to give yourself a bonus is a really neat concept. It makes her a bit weak without an ally around, but that was your goal with the changes anyway so props to you. I do not know though if you want it to be single target damage or keep the splash, but it would make sense to make it single target damage with the range increase given the passive.
  4. Ability E - Yes, just yes. This is a really cool concept. It would definitely be interesting to balance if it is not already, might just require a larger mana cost or slight cooldown increase (not too much though so you don't become useless once on cooldown, like Blitzcrank after he uses his hook), but I love the way that it can be used to play both reactionary or aggressively to force an attack out and follow up with your damage combo. I also really like the idea of it being a good way of teaching players how to shield effectively without actually using a shield.
  5. Ability R - Good idea, the only issues I have with it are that the stun should be a lot less since it already has a triple stacking slow and the cooldown needs to be a lot more. A 12-second cooldown on an ability that slows, deals a good amount of damage and can stun multiple champions is just crazy overpowered. Also, what is the area-of-effect on this ability since that is also a big factor in balancing it? Does it have a radius of 400 units or a radius of 50 units?

In conclusion, I like this rework a lot outside of a couple of things here are there (true damage, cooldowns, mana costs, etc..). I am not too sure on how well this fits Kayle thematically since I am not too familiar with her lore, but I like the directions you took in making her a more stable champion and think that this is an ability set that could definitely have a place in the game if properly balanced.

Stacona1 votes

Kayle's shield is still a shield, it is just uncapped durability, turning it into a basic ability allows for it to be on a short duration which allows for a healthier gameplay experience.

The ult would be Kog ult or less, not very big.

Her current passive is resistance shred, that is a lot more powerful than a true damage proc and true damage is a very underused stat in the game that is actually more balanced. League would actually be easier to balance if there was no armour and magic resistance and instead just health and true damage, it adds clarity to know how much one is dealing and more control over game balance since you know how much damage a champion does. Damage reducing effects would be something on a champion's kit and maybe on items as well, similar to Paladins is.

~ Right now, true damage is used to have always relevant damage and lower its value than what it would be at if it did magic damage, making it more balanced for the game overall. The way it is set up here allows for a lot more gameplay and makes it feel better for the user, despite being a lot weaker than Kayle's current passive - stronger because it feels better to use despite being weaker.


I prioritize gameplay over story or uniqueness. Riot falls under this trap a lot of the time and needs to remember how a lot of the old champions were made, where they were made for their gameplay and not for any lore, story, or unique for the sake of being unique reasons. Zoe's spell thief is an example of a horrendously designed ability in so many ways and needs to get removed and replaced with a brand new ability and I would add something extra to her ultimate to feel better for the user for using it stand alone because right now it feels terrible to level up.

This is off topic now but for Zoe: W - it is a bubble time bomb that plops down where she was and explodes after a delay. This be great as it goes with her sleep and portal jump. E - remove the ability to extend its range through terrain, this makes it not fun to go against, if too weak can increase its range. R - While teleported, gains a shield for 1 second, better encouraging Zoe using the Portal Jump for aggressive plays with throw down her sleep bubble and planting her bubble time bomb and time Q redirect with the bubble time bomb exploding for some serious damage with the wake-up!

Spell Thief is just a feels bad ability to use for the user and only fun from it is when it is so overtuned, but it is too hard to track and feels like you are down a spell when playing as Zoe. I want an ability that I am always in full control off. Kalista's W+R need the rework the most for the player's sake because it feels like you only have a PQE and down two spells, and Kalista's bonding sword HAS to go and just give her abilities that interact with her entire team in a normal way like support abilities work, but on a marksman and remove spear transfers from her Q - only cases this gets used are in unhealthy ways against bad players, no need for it to be around.

J4K ShadyBacon1 votes

Kayle's shield is still a shield, it is just uncapped durability, turning it into a basic ability allows for it to be on a short duration which allows for a healthier gameplay experience.

I do not know what this is a reference to.

The ult would be Kog ult or less, not very big.

Thank you for the clarification here.

Her current passive is resistance shred, that is a lot more powerful than a true damage proc and true damage is a very underused stat in the game that is actually more balanced.

You are going to need a lot of math to convince me on this. How can something that ignores all resistances be balanced? It has no counter build.

Stacona1 votes

It is a 5th hit proc on the target, so the opponent can walk away, let the stacks reset, and then re-engage. Remember her current passive shreds resistances, so not only does Kayle deal more damage, but everyone else does more damage too and done in a way which is invisible power with a super powerful effect that the player cannot appreciate and the opponent cannot play around.

True damage proc is a hybrid of the resistance shredding, but done in a way that the player can appreciate, despite being weaker.

Not everything with gameplay balance has to do with numbers, a lot of the time it is how something is implemented. In this case, the passive feeling better for the player to use makes it stronger, despite being a lot weaker than her current passive in actuality. This is a tactic Riot should use more often where instead of making something strong to feel good, just make something that feels good for the player so it can be weak, that way the user and the opponent both win because the user feels good whenever the effect procs and the opponent does not feel cheated.

Vayne's Silver Bolts is a good example of this where it is a simple concept and is a very small factor to her overall damage, but set up where it feels really good for the user without being overwhelming in power. The problem with Vayne is that she has nothing to get her through the laning phase and early game, and the rest of her kit is just not fun to play against - the Silver Bolts is the best designed element in her kit. I would rework Vayne in a way that emphasizes a gameplay around Silver Bolts and make the rest of her kit healthier to go against while introducing ways to get through the laning phase, but not win the laning phase.

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