Gameplay feedback:
My first impression of her new ultimate is very good. It's visually stunning and I can imagine it being fun to use.
Her new Q looks somewhat improved and somewhat more interesting as well, though I think it could be improved further with a short-distance (Aatrox E range) dive in the cast target direction. That would help her her engage into melee range and would potentially allow for some nice plays when combined with self-cast ult to dive into a teamfight. I think she could have her "Exalted" movement speed buff removed to open up power-budget for this added mobility on Q.
Her new E looks fine, but the %missing health seems slightly tacked-on (%missing health executes are super common in champion kits). I think I would prefer if the empowered basic attack from E was always AOE and if it shredded enemy resistances, making it a better opener in combat instead of a finisher. I hope the new E has a low cooldown - 3 seconds flat cooldown sounds good [edit: I just saw a video where it was around 4 seconds with CDR from
which seems reasonable]. I also hope that the empowered E is longer-ranged than her regular ascended ranged basic attacks.
The new passive seems questionable. I really do like the idea of her ascending, and it provides the opportunity to make her really visually impressive without her starting off as overly showy. It is a good idea, but I don't know if I will like the exact buffs decided on for her ascensions.
I think Zealous (level 1) doesn't need movement speed (see Q feedback). The attack speed seems sufficient if she could get mobility added on her Q instead.
I think Aflame (level 6) is good, but (as a support Kayle) I would like resistance shredding while Aflame, like Kayle's current passive does. The on-hit damage could have a good AP ratio to benefit solo-lane Kayle without putting too much added power into support Kayle (who benefits more from the resist-shredding utility).
Arisen (level 11) might be good - but I hope her Arisen attack range is still on the shorter side (Thresh/Urgot range). Her E could provide her a longer-ranged basic attack, and I think it would be pretty cool if being Arisen also reduced her base E cooldown by 30% or so.
Transcendent (level 16): I would really prefer if instead of true damage, she had her Aflame bonus damage and resistance shredding increased instead. I would really rather shred more resistances than deal true damage.
Her new W is great. I always wished that I didn't need to choose between healing myself or an ally, and that's especially nice since the new Kayle is more melee-oriented early on now. I hope that W starts off somewhat weak and with a bad AP ratio, but scales well in base healing with ranks, so that it improves well when maxing W as an enchanter support with a low-AP mana-regen build (
) but it doesn't take up too much power-budget for solo-lane Kayle maxing a different skill and building more AP. I would also like if her W base heal was %total health instead of flat on the targets, so that self-heal would scale with the health from
when playing support. The heal scaling could still be flat healing based on Kayle's AP so that she is encouraged to build AP, and benefits more from that AP scaling than the base %total health when building squishy AP. This would just add more flexibility to her build allowing her to choose to be either semi-tanky or squishy AP. I would like the option of sometimes adding a
into my support build when the enemy team has a lot of AD or a
if they're really bursty AP. [Edit: I just watched a video and the AP ratio on W seems fine. The change I want is for the small ~90 base health heal to be replaced with a ~7/9/11/13/15% max health base heal, which wouldn't make much difference on a glass cannon Kayle build but would help my preferred build/playstyle.]