Kayle Rework Idea
Was formerly at this link, and somewhere else on the forum, I believe under general. I am posting it here as it seems more appropriate. Note, this is my own original idea.
Well, one way that her kit could change, in a way that would be both meaningful, and add counterplay, while balancing out issues, there are a myriad of changes here, and originally I typed this up as I thought of it, and I have made a few edits. The idea of this rework suggestion is to keep the overall theme of Kayle intact, while also updating her for the current style of champion design. This rework suggestion would afford her better power, with a higher skill curve, but would also feel more rewarding to play than her current state. Her current state is more or less an adc every time your E is up, and useless without it. The new idea would give her better support, and solo lane abilities, without damaging her current playstyle, at least not theme wise. She would still be a kite carry, a utility mage, and would be even more powerful, yet would have a steeper difficulty curb.
P: First of all, we will start with the passive. What if it were to be changed so that 'Whenever Kayle casts an ability, her sword gains splash damage, gains range, and bonus damage', essentially her E, but putting a focus on casting abilities to empower her sword. 'If another ability is cast during the duration of the empowerment effect, the duration is refreshed.' or extended, if that fits the balancing theme better.
Q: Now onto the first directly activatable ability, her Q. I would say that a change from a point and click, to a skillshot that slows and empowers all attacks towards said target would be a good choice. It should deal medium damage, slow the target, and be a decent damage buff to all consecutive attacks towards that target. This way it rewards higher level play, adds in a skillshot, and allows for her kit to have more power without directly 'ruining it'.
W: The second ability, W. Personally I'd like to see it as a unique buff/steroid, for 8 seconds all damage you deal, heals you and your nearby allies for 25% of the damage dealt, and if at least X number of damage is dealt, grants a small shield to yourself and all nearby allies. Your movespeed increases throughout the 8 seconds, reaching it's maximum just before it ends. The idea of this ability, while the numbers aren't locked down, is to keep her current theme of being able to heal, and help her allies, while putting her in a more unique position for the support role, as well as solo lanes. She can focus on building damage in a support role, being one of the few (if not only one intended specifically for this role) in order to better heal and shield her allies. The idea is something that can be countered by the enemy, while being fun for your allies, and of course for the player themselves.
E: Now for the ability that has been changed to your passive, E. Keeping with the theme of being a kiting champion, her 'new' Q and W that I suggested would allow her to be efficient at Kiting, while also introducing new mechanics into her kit, allowing for high level play, increased power, and more. I personally would like to see her E become a three hit passive, called 'Justice', every three hits you deal to a target (effects only one target unless you have a hurricane) reduces their defenses, slows their movement speed, and deals decent damage. The idea of this ability is to allow for some counterplay, as it would be the highest damage dealing ability in her kit, but would be reliant on trading for at least 3 autoattacks, which wouldn't be the easiest thing early on, at least not against decent players. This would also integrate her old passive into her kit still, allowing her to also debuff foes, keeping with the support or solo lane play. The other option might even be a targeted ability, similar to Kindred's hit passive, that would grant this. It would offer more counterplay for your foe, and might make her more balanced.
R: Now, the change that most people (if they like Kayle currently) will probably hate, 'Stay of Execution', her 'new' R. It grants a shield for 0.8 times the target's max health, and at the end of the 3 second duration, heals the target for whatever is left of the shield. It functions as both something to scare away aggressors, and is useful to her allies, without either side feeling that it is greatly overpowered. It has greater usage on a tank that dives the enemy team, as it grants a larger portion of shielding, and that shielding takes reduced damage based on their resistances. A 4,000 health Volibear will have a shield for 3,200 health, for 3 seconds, and that would proceed to heal him if not bursted, for whatever of the shield remains, minus ignite/mortal wounds. While an Ashe sitting at 2,000 health would only get a 1,600 health shield. The shield might need to only take up the spot of missing health, so if Volibear is at 800 health, he will get a shield to his max health, and if at 3,900 health he only gets a shield for 100 of his max health.
As it stands, the core idea would look like this. "Kayle and Darius are facing each other in lane. She activates her W to increase her healing for the next few seconds, and to activate her empowered autos, which are her old E. She then clears the minions directly in front of Darius, proceeding to toss out a Q skillshot, which hits and proceeds to slow him, buffing her damage more. She continues to chase him, before activating her new E, which grants a massive attack burst if it is fully triggered, it takes three hits, and then proceeds to nuke Darius. He turns around and proceeds to unleash his full combo, healing up a bit due to his Q. Kayle's passive falls off, and she is vulnerable with no cooldowns available, as Darius hits the fifth bleed, and prepares to ult her, she uses Stay of Execution to put a shield on for up to her full health, as she was almost dead, it absorbs the ult, triggers her passive, and she finishes the fight barely winning. Darius had popped ignite on her, so she only heals for 40% of the remaining health, rather than 100% left on her shield, which leaves her with barely 30% health."
It may not be the most balanced thing, and I am far from the person to ask about changes to the numbers, but this is what I envision. The Kayle plays perfectly, and lives because of Darius not turning on her sooner. She needs time and distance to get off all of her attacks, and if he had turned to fight sooner, drawing her in and proceeding to wail on her, she would have died instead of him. Had he engaged before she finished her nuke, or used her nuke to lure her in, she would have been vulnerable. The idea is that Kayle will still be a powerful champion, but will have to have good management of their abilities, just like any other champion, in order to succeed. Had she instead used her W later, and not as an initiator, she would have healed, and then blocked more of his counter-trade, and been left with more health. The idea is to leave some counterplay up to player decision, and not just mechanics, so that someone who lacks mechanical skill can still do well at the champion, by making smart decisions, and someone that has good mechanical skill will still be able to kite well with her.
I am no game designer though, and I won't deny that this kit is somewhat overloaded, however if this kit were to come out, I would love, absolutely love it, and would find Kayle's kit to be refreshing. Also, if Rito does do this, I request that you release a Kayle skin, Championship Kayle, or Victorious Kayle (just make sure to do it in a Season I hit Gold :o).