Talk:Kayle/@comment-25304344-20150626214026/@comment-25447003-20150627044652

This is better than nothing, but it won't help much vs champions.

Anyway, with this new change last hitting in lane will be easier (and may save some mana); and clearing jungle will be easier at early game.

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I hope they can consider some better buff. Because her nerfs were overkill. On many other champions, to increase "windows of counter play" the "nerfs" are just increase mana cost by 10 (Horse), lower hit-box width (Syndra), or decrease movement speed by 5 or reduce skillshot speed a little (Riven, et al)... and that already reduce their win-rates a few percentages.

Those "nerfs" are quite light compared to Kayle's last nerf (AP ratio reduce 20%AP of main dmg, CD of ulti increase 40%; Attack speed reduced to lowest of fighters both base and bonus/lv) - which drops her win-rate like 59% -> 49%.

Of all the nerfs, the damage reduction are the toughest - even great players suffer. Like Ryze was reduced 20 base dmg of his Q and his win-rate drops 7% in 2 weeks. Meanwhile LeBlanc who has more than +300% AP ratios on her skills receives a nerf of 5% AP on her ulti R and they call it a "big" nerf.

Mana/energy cost gated, ppl have to spend mana/energy more wisely. Cooldown increase will limit the chance of use of the skills, it will decrease dmg/utility a little but can still be managed wisely. Meanwhile the damage nerfs are usually so harsh that later on they may have to rework ... like Skarner and Zac was buffed "beefiness" as compensation for their dmg nerf but that seems not enough for them to get 1/3 popularity at their prime time...

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Can Riot buff Kayle in a more realistic way? Adding 15% AP to W ratio is very different from adding 15% AP to E ratio, if you know what I mean.

(those like 600 MS speed at late game are not very helpful - since those MS are "soft capped" - i.e. diminishing to their actual values. And late game is more about fighting not like just running for your life).