>Regarding Rend capping on monsters: Obviously, this is a contentious topic. Firstly, I'll tell you that just putting a cap on rend does not solve problems regarding competitive viability. It's just a nice to have on top of the primary reasons to play Kalista. Kalista's strategic niche is that of teamwork/objective control marksman. In my opinion, having rend stack infinitely is firstly more elegant (requires less lines in tooltip, compared to other things which have laundry lists of exclusions and caveats), is more strategically unique and fitting to her niche as well as viscerally satisfying. For this to be removed, I think the gameplay around stacking rends would have to be deemed to be bankrupt as removing the cap is a reduction in gameplay, not a gain (eg. It is impossible to force Kalista away from dragon/baron after she has started it). We've seen that this is not the case with junglers (teams have shown that they are certainly capable of zoning junglers away from objectives or focus firing them in a contest to get rid of a smite).
>Agreed that saving support is problematic, I personally don't have a good solution for it. I think potentially adding more power into the offensive use case increases opportunity cost of using it defensively, but at the same the spell is already quite powerful offensively. Many of the "support can't be dragged if CCed/damaged" have weird player feedback implications."
MAKE THE SUPPORT NOT UNTARGETTABLE WHEN SHE USES HER ULT YOU FUCKING IDIOT. GIVE HER A REND CAP SO SHE CANT OUTSMITE PEOPLE. FUCK YOU KALISTA. WHY CANT ANYONE JUST BALANCE YOU CORRECTLY.