New Kayle Rework

KaioKris·10/8/2018, 3:48:35 AM·3 votes·4,312 views

Bringing you guys another Concept Rework that I created, this time we are doing Kayle.

Let me know what you guys think :D

5 Comments

SteveHarp10/8/2018, 8:39:57 AM2 votes

But I like recklessly diving into unwinnable fights with no consequences for at least 2 seconds! All seriousness aside though, I'm going to try to go over what I think about your re-work, as a Kayle main. Ult would be absolutely useless top or mid until a teamfight, it really wouldn't work as anything but a Support or ADC. Passive sounds like it could work. Kayle has a really weak early game and I feel like this would help a little bit as she'd have increased sustain, but honestly the execution part isn't necessary, as Kayle is pretty bad close range, and I've never really had that much of a problem waveclearing because of the AoE of her E, and it doesn't cost that much Mana anyways. Changes to Q are decent, I sometimes use Q as a last hit anyway because it has slightly longer range than E and it's a guaranteed hit. Making it a skillshot would take a little time to get use to but I think that it would be better, and the damage over time would make Q even better for last hits. The W sounds decent I guess, but then Kayle would be more about burst damage. If Kayle's E was nerfed just to be a ranged auto, then why the hell would you play her lol, you'd be better off playing an actual ranged champ. As it is right now, if you fall behind even just a little bit as Kayle, you're basically fucked for the entire game. I think that these changes would just make Kayle's already weak early game even weaker, as it would make you even more item reliant.

xZabaksx10/8/2018, 2:24:27 PM1 votes

Is good

The Dragon Man10/13/2018, 1:44:04 PM1 votes

I may be biased a bit because I find Kayle's thematic design to be stuck on her E (and I tried myself to come up with a rework concept that sort of changes the issues behind that philosophy). She's a melee champion that wants to be ranged and most of her kit is designed around being ranged - I think that's an unhealthy design for a champion. If E is offline, Kayle generally plays extremely passive because she cannot play as a melee. I don't see this rework doing anything to change this design.

The overall verdict of the rework as my opinion: I don't think it's a good design and I don't think it fixes Kayle's design flaws and unhealthy game mechanics, but lets walk through it.

Passive: Minion damage: The idea of bonus damage to minions to assist wave clear is a decent idea. The melee execution I don't really see function all that well - mostly because to get minions below 40% health she needs to have dealt damage to multiple minions (using E) but the execution effectively shuts it down earlier than usual and then disables the passive for a while until you either kill another minion (I assume naturally killing a minion also grants the reset?) or waiting the cooldown out. Champion damage: You say you want to move Kayle away from the hyper-carry go-nuts type of champion but then introduce a stacking passive... Those two don't seem to compute in my mind. Stacking is exactly a form of hyper-carry design that starts weak and gets better and better. I think you really missed the point you were trying to make on this one. In lane you need to auto the enemy champion 4 times BEFORE it acts as sustain. That's too long to work as actual sustain in a matchup you aren't already winning. I'll leave the passive here but I really don't see this fixing any design-health issues with Kayle.

Q, Reckoning: Changing it to a skillshot is definitely the way to go. I don't really get the idea behind your Holy damage, but I figure the damage just naturally penetrates a percentage/flat amount of the target's Magic Resist? Is it still "single-target" or will it penetrate through minions and act as waveclear? Decent ability, positive change.

W, Mark of the Holy and Unholy: I think this ability is interesting as a concept but might not be the right fit. You either use it offensively or defensive but the defensive side has a long time-to-cashback ratio (6 seconds?). You say the ability channels (I assume you meant lasts) for a few seconds on an area marking champions in it. Does it reapply or can targets only be affected once? Generally the defensive side seems to only be useful in siege situations because 6 seconds is a LOT of time in a teamfight for healing to work. Depending on the size of the area the defensive effect could just be a minor positive when used offensively but the overall idea seems to be to use it offensively. As I said the idea behind the ability itself is not bad but I find it a bit weird on a champion as Kayle. It may just be that the ability effectively puts a hard limit on her empowered state and the rest of her kit basically still wants to be an ADC - limits have a way of either breaking the ADC character or making them unhealthy strong. Kayle cannot in general go crit-build so her AP bonus damage has to do the same works. If she has 4 autos in the chamber and then goes back to be a semi-bad auto-attacker, then those 4 hits really have to shine or she's worse of than an ADC. You are also in favor of making this ability that seems to bring about the majority of her damage on a LONG cooldown. I have a hard time figuring how Kayle is meant to function with this kit.

E, Righteous Fury: Enter, the reason for my distaste in Kayle's design. I really like the idea of a melee champion going ranged, but the entire concept of Kayle is built around her having and using this ability. Replace it with a generic ability and Kayle as a champion is dead. Because so much of her design is loaded into this bad boy, I find it unhealthy for her design the way it functions. Not a rant on your idea and you bring in a tie-in with your new W, which is nice. I just find this ability hindering Kayle and her design in so many ways. In general the Kayle player HAS to buy cooldown reduction to reduce the time she is "offline". She can ignore it and just aim to be relevant in those 10 seconds the ability is active but as an auto-attacker without much mobility that's quite a gamble that your opponents can take advantage of. I cannot really picture another champion that is SO dependent on building around one of their abilities to actually be able to function. Yasuo might come to mind because his entire kit is designed around his Q but he don't really NEED to buy attack speed to decrease the CD of it, it is just often best to get some attack speed, to lower the time-to-cashback ratio on his ult, CC and damage in general.

R, Reincarnation: I'll say this right off the bat; I really don't think reactive resurrections has a place in LoL. The entire outlet of the ability seems to be a "win-more" mechanic that lets you capitalize on winning or continue sieges and be utterly useless when behind. As already commented this ability has NO use when alone. I find that rather sad for a character that wasn't designed for either support or the generic ADC role. I don't intent to bash your idea but this is really not something I think has a place in the game. I agree that Kayle's old ultimate is not really an interesting design, it just comes back to timing it or be able to straight out murder your opponents with the time it gives you. So I would like to see that changed with her rework.

Burukksu11/14/2018, 6:17:45 AM1 votes

I already commented on your YouTube vid. You're just creating a Kayle support. Why you would want me to bug Riot endlessly for a refund for a horrible rework, I'll never know, and hope to never know.