Talk:Kayle/@comment-24402809-20140528082402/@comment-1905446-20140528233909

You say that turning a fight around with an ult+heal shouldn't happen if she doesn't snowball, and that the solution is a mana cost on that ability? An underleveled and underfarmed Kayle has nothing but her assassin mitigation going for her, and she'll just save her mana for that combo if she's being carried that hard and there are large costs associated with it.

There are many champions who can have as much of an effect as Kayle (or more) after losing lane. Soraka, Zyra, and Lulu are excellent examples of this. They're half support, which is part of what makes them a safe pick in the first place. Supports are designed to be able to help the team without a ton of gold. If you're arguing that we shouldn't have champions with multiple role designations, I think that would make League a lot less interesting. When you see someone pick Kayle, you have no idea where they're going until you see the rest of their team composition. She can adequately play Top, Mid, Jungle, ADC, or Support, though she's definitely not as well suited to some of these positions as others.

IMO:

As an anti-assassin, she should have a moderate burst to punish overzealous assassins. I think your changes to Righteous Fury would make her response too costly. If anything, she should regain the ability to do more damage to targets that have hurt her or her allies recently, with a little less cost on hit than you say. Something like a flat 10 mana per attack would be plenty to deter her from using the ability all the time early game.

Reckoning should do damage over time with the slow rather than being an immediate nuke, again increased against those who have hurt her or her allies recently. The increased damage to slowed enemies would also mesh well with her lore, even in combination with the retribution idea.

Heal should have a much smaller AP ratio and bigger speed ratio, allowing her to initiate or pull back from fights but not sustain quite so ridiculously without any sort of lifesteal.

Divine Intervention should make the target unkillable for a longer period, but also make them unable to deal any damage. Abilities and attacks should still work, but all damage output in or out should be removed. It wouldn't quite be a Zhonya's, keeping it unique and more suited for saving an ally than destroying people in teamfights. People like Lee Sin could still jump to enemies and allies to escape, but no damage or ally-targetted benefits (like his shield) should land. This would make it the opposite of Poppy's ult as far as use cases are concerned.

What do you think?