Kayle Rework Idea

Azazel Aerternum·7/17/2016, 9:21:49 AM·3 votes·931 views
Ask Riot: Haz keys, no haz bugs please?

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).

4 Comments

Simon Lancaster8/3/2016, 8:57:05 PM2 votes

Hey again, GethPlatformer12, I'm back to do a "quick" review on your concept here. Mind that I've paraphrased the abilities

First, her passive - Righteous Fury:

P: Whenever Kayle casts an ability, her sword gains splash damage, gains range, and bonus damage. If another ability is cast during the duration of the empowerment effect, the duration is refreshed/extended.

There's nothing really wrong with this, it's a great adaptation of her current E to better provide windows of power, and more easily gauge when she has her bonus range (right after casting a spell).

Her Q:

Q: Kayle fires a skillshot that stops on the first target hit. It deals medium damage, slows the target, and provides a decent damage buff to all consecutive attacks against that target.

The skillshot component is a great addition, as you said it allows some more power, gated by landing it. More reward for more risk. I think that the duration of the debuff on the enemy should be about the same time as the buff from her passive, as that makes it easier for Kayle and her opponent to know the duration of it.

Her W:

W: For 8 seconds, you gain increasing movement speed, and all damage you deal heals you and your nearby allies for 25% of the damage dealt. If a certain amount of damage is dealt, a small shield is granted to yourself and all nearby allies.

This is a good ability, although it seems to be rather strong for a non-ultimate ability. Some things that could bring it a bit more in line with the general power level of her kit would be to lower the duration of the effect and it's efficiency, say 5 seconds at 20%, to provide a smaller window of area of effect healing. Kayle would still deal lots of damage, especially with her new Q, and one quarter of "TONS OF DAMAGE" is still a lot. One fifth is still a fairly large heal, but for a non-ultimate ability is very good.

Second, as a kiting champion, she does need the movement sped buff, although I think it might be a bit better if she couldn't use this as an easy escape, as we see Hecarims do so often. If it were a phage-like passive, tied around basic attacking to gain movement speed, that would make players feel better about using it to stay alive in a fight rather than run away. If you were to keep the scaling aspect, maybe each basic attack could grant more movement speed than the last.

Third, the shield. Your idea is great for it, the only thing I see is that into the late game the only thing that would stop you from gaining it would be dying. If it's a small shield, that's no problem. Another idea, and I'm not sure if this is any better, would be to have a shield granted at the end of the effect to nearby allies based on the damage you dealt. This would be almost the same effect as the initial heal, but if they were tuned down further it might help distribute power more, as nearby allies gain some healing intitially, and if they stick around, they gain a shield as well.

Her E:

E - Justice: The third consecutive basic attack on a target (effects only one target unless you have a hurricane) reduces their defenses, slows their movement speed, and deals decent damage. OR E - Justice: Kayle targets an enemy for punishment. If she attacks them three times within a few seconds, the third attack slows them, reduces their defenses, and deals bonus damage.

Both versions are great, but since Kayle's passive revolves around her casting spells to get her Righteous Fury, I think it should be the second one. This also makes it so that she relies on spacing her abilities, rather than using them to deal extra damage on top of the damage from her three-hit passive, an over-time damage, to match her over-time heal.

Her R:

R - Stay of Execution: Kayle grants a shield to an allied Champion for 80% of their max health, or their percentage of missing health, whichever is lower. After 3 seconds, the shield is consumed and heals the target for whatever is left of the shield.

This is a great way to add better functionality to her ultimate, rather than just a few seconds of invulnerability, then nothing. The only thing I can think of that might be a tad overtuned is the percentage of the shield. 80% is rather a lot, and my first though of 50% is a bit too low, mostly for an ADC, so maybe 65-75% would be a healthier range for it.

So, other than the W, which is a bit overtuned as is, I think there really isn't anything bad about this rework idea. Mind you, I'm no game designer either. I hope Riot sees this and takes some inspiration from it, it would be great to see this on the Rift.

Play well, play together,

  • Summoner Simon Lancaster {{summoner:17}}

EDIT: Spelling and grammar.

DartExplosion107/17/2016, 9:41:00 AM1 votes

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Arakadia7/17/2016, 5:47:24 PM1 votes

You should format this better. Its really hard to read.

Do a format like this without the period:

.> Q: Ability #1: Effects enemy in way.

The ">" will create a quote block so it looks like this if you dont put the period:

Q: Ability #1: Effects enemy in way.

You'll have to put a --------------------------------------------------- between big quote blocks.

Azazel Aerternum7/18/2016, 12:48:40 AM1 votes

This has been updated with the appropriate suggestions taken.