: They implemented a new policy where they are no longer giving unique VFX's to non 1350+ RP skins except in rare exceptions where it looks particularly "jarring." This allegedly includes VFX recolours even if no new particles are given. (There was a tweet about it, can't be bothered to link it though). I too am quite disappointed but it is what it is. (Also not 100% sure if it's just 1350+ RP skins that get particles now, but 520RP skins and 975RP skins do not get new VFX's anymore iirc)
Don't be bothered to comment this too. This kind of information without source is useless.
: Changes on PBE today. Powering up her laning a bit by buffing an intended success path (attacking people with a stacked passive) Adjusting W and R ranges to match what people are used to on live, Adjusting W targeting to make it easier to use on allies. > Stats > AD: 50 >>> 52 > > P > Exalted duration is now extended vs. towers > Exalted Duration:: 3 >>> 5 > > W > Cast range: 700 >>> 900 > Mana Cost: 80-100 >>> 70-90 > Now attempts to run up to allies out of range if cast directly on them (but still auto casts if cast on self or the ground) > > R > Cast range: 1100 >>> 900
I think given how weak Kayle is right now she does not need a nerf to balance out the buffs. Old Kayle ultimate was mostly used on herself so range was not a problem. New ultimate is not as good for dueling people as old ultimate was, but new one has more play making potential when coupled with teammates with good engage so the range nerf is pretty big. I think the ult range nerf is unnecessary.
: Please please Please do not swaped lvl 11 and 6 like this says. It is so much nicer to actually do lots of dmg at 6 even if you are melee. I dont want to wait till 11 to deal dmg.
Are you blind or something? I never said to swap lvl 11 and 6. What the fack are you talking about dude? Jesus Christ.
: As a diamond Kayle main with more than 500k mastery points with her I have to say I love this rework. You did a great job with her design but there are some gameplay problems I noticed. 1. **1-5** She feels like Kassadin and think it is intended. She is very weak like she is supposed to be. Unfortunately she can't deal with most match ups in top lane, but she can survive in mid. Maybe she could use some minor buffs but I don't think Kayle should be strong at this point. 2. **6-10** By the time everyone gets their ultimates her situation becomes worse, Kayle's lvl 6 power spike is very lackluster and everyone becomes more threatening at 6. She doesn't get to auto attack people that much so her passive and building attack speed are not very useful. The only good thing I have to talk about Kayle at this point is that her skirmishes seem to be better than old Kayle **when she has ULT up** thanks to faster AOE damage (old Kayle was not strong at this point either and new Kayle can do more with her abilities while old Kayle had to auto people) 3. **11-15** She feels very similiar to old Kayle, but after going throught the nightmarish early game I feel she should be better than she is now when she hits level 11. Suggestions: 1. I don't think passive stacks last long enough when you take into account she is a melee champion at 6 and you do not benefit that much from the passive. I think it should last at least 5 seconds. I also do not understand why it doesn't stack on turrets. Isn't Kayle supposed to be good at destroying turrets? Right now she is being pushed in lane and when her opponent roams she isn't even a big threat to his turret. 2. W should not be self cast by default. There are situations where you want to save a teammate but he is barely out of range and you end up using the heal only on yourself even though you had your mouse cursor on your ally. I would also love to see her mov speed last 1 second longer, this ability is already strong when coupled with her ultimate and a champion with good engage but I think adding an extra second would open up more opportunities for Kayle in general. 3. I understand that some of her E on hit was converted into wave damage but I think you should consider giving her back another 10% AP scaling on her E passive. She needs to be better than old Kayle once she hits 11 to compensate her atrocious early game and right now she doesn't seem to be good enough. Buffing her E would also make her a bit better post 6 since E seems to be the skill you should be maxing second now. _Minor problem: AD builds are not viable. Passive being able to crit is cool and all, but in the end its just a gimmick because there isn't a good AD item to build first and Kayle cannot effectively use attack speed early. Maybe you should also consider buffing her AD ratios a little bit, if doesn't make AD builds better at least Hextech Gunblade will feel better on her and that is important to keep her hybrid fantasy alive since Guinsoo's Rageblade is not that good on her anymore. _ **TLDR: Keep her early game weak, make her post 6 better and make her level 11 a better power spike. ** Last but not least: Please try to convince people on the skin team to change Silver, Judgement and Riot Kayle VFX. Judgement Kayle for example looks extremely off with golden effects because the skin has a dark theme. These skins have so much potential and it would be a shame if they end up looking like unfinished work.
These are some simple suggestions that might solve some of her problems: **Passive** _Stacks last for 5 seconds (attacking structures also grant stacks) Wave damage scalings changed to .15 AD and .25 AP (same for Starfire Spellblade)_ **Q** _Nothing changes _ **W** _Gains bonus movement speed for 3 seconds instead of 2 _ **E** _Starfire Spellblade passive scalings changed to .15 AD and .25 AP At level 6 (Aflame), active also refunds cooldown and mana if it kills a target _ **R** _Nothing changes_ All these suggestions are aimed to help her post level 6 and preserve her weak early game. **Goals:** 1. Make her more useful post 6 by making her able to push the lane and CS more safely. 2. Make it easier for Kayle to set up ganks and set up plays for her team since she doesn't offer much more than utility pre 11. 3. Make her level 11 power spike stronger by adding 10% AP scaling and 10% AD scaling to her autos when she has passive up otherwise 5%.
: [FEEDBACK] Silver Kayle VFX colour adjustments
Not only Silver Kayle, but Judgement and Riot Kayle also need changes. Golden effects do not fit these skins.
: Kayle Gameplay Feedback + PBE changelogs
As a diamond Kayle main with more than 500k mastery points with her I have to say I love this rework. You did a great job with her design but there are some gameplay problems I noticed. 1. **1-5** She feels like Kassadin and think it is intended. She is very weak like she is supposed to be. Unfortunately she can't deal with most match ups in top lane, but she can survive in mid. Maybe she could use some minor buffs but I don't think Kayle should be strong at this point. 2. **6-10** By the time everyone gets their ultimates her situation becomes worse, Kayle's lvl 6 power spike is very lackluster and everyone becomes more threatening at 6. She doesn't get to auto attack people that much so her passive and building attack speed are not very useful. The only good thing I have to talk about Kayle at this point is that her skirmishes seem to be better than old Kayle **when she has ULT up** thanks to faster AOE damage (old Kayle was not strong at this point either and new Kayle can do more with her abilities while old Kayle had to auto people) 3. **11-15** She feels very similiar to old Kayle, but after going throught the nightmarish early game I feel she should be better than she is now when she hits level 11. Suggestions: 1. I don't think passive stacks last long enough when you take into account she is a melee champion at 6 and you do not benefit that much from the passive. I think it should last at least 5 seconds. I also do not understand why it doesn't stack on turrets. Isn't Kayle supposed to be good at destroying turrets? Right now she is being pushed in lane and when her opponent roams she isn't even a big threat to his turret. 2. W should not be self cast by default. There are situations where you want to save a teammate but he is barely out of range and you end up using the heal only on yourself even though you had your mouse cursor on your ally. I would also love to see her mov speed last 1 second longer, this ability is already strong when coupled with her ultimate and a champion with good engage but I think adding an extra second would open up more opportunities for Kayle in general. 3. I understand that some of her E on hit was converted into wave damage but I think you should consider giving her back another 10% AP scaling on her E passive. She needs to be better than old Kayle once she hits 11 to compensate her atrocious early game and right now she doesn't seem to be good enough. Buffing her E would also make her a bit better post 6 since E seems to be the skill you should be maxing second now. _Minor problem: AD builds are not viable. Passive being able to crit is cool and all, but in the end its just a gimmick because there isn't a good AD item to build first and Kayle cannot effectively use attack speed early. Maybe you should also consider buffing her AD ratios a little bit, if doesn't make AD builds better at least Hextech Gunblade will feel better on her and that is important to keep her hybrid fantasy alive since Guinsoo's Rageblade is not that good on her anymore. _ **TLDR: Keep her early game weak, make her post 6 better and make her level 11 a better power spike. ** Last but not least: Please try to convince people on the skin team to change Silver, Judgement and Riot Kayle VFX. Judgement Kayle for example looks extremely off with golden effects because the skin has a dark theme. These skins have so much potential and it would be a shame if they end up looking like unfinished work.

TwistMyFate

Level 30 (PBE)
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