[Gameplay] List of Kindred bugs
Hey there! I'm a Kindred "one trick pony", and have as such been playing pretty much exclusively Kindred since their release. I have given this some time so Riot would have a chance to fix some of the bugs before I said anything, which in retrospect is really stupid. How could you know if noone tells you? Thus, without further ado; list time!
- Q: Dance of Arrows
- Missing targets
Kindred's Q seems to be very slow at realising that dead targets are not there anymore. Meaning, if a target dies shortly prior to you jumping, only 2 arrows will be fired, even if more targets are available.
The most consistent place to reproduce this is the raptor camps, and it happened to me nearly every game before I learned to wait a bit longer before
Q-ing.
- How to reproduce Smiting the large raptor: https://www.youtube.com/watch?v=oumfcHBpcC4 Biting the large raptor: https://www.youtube.com/watch?v=edGkmhBQRRs And lastly, shooting the raptor: https://www.youtube.com/watch?v=bFHyeVOthkw
- Too much vision Very rarely, when trying to hop over a thin wall - like the one behind the Krugs - you get vision on the other side even if you fail the jump. I've had this happen twice, at that exact place. One of the times I got vision of the Krugs on the other side and then landed back where I started. The other time was exactly the same, except for the fact that Lamb also shot her arrows at them. I can't give you much more than that, since I've only had it happen twice in around 700 games on the rift.
- Should I really shoot?
When jumping over a wall, and thus getting full vision of the other side and any potential enemies, the game seems to handle the situation differently depending on if you have partial sight or none at all. Meaning, if you Q over a wall and have sight on an enemy on the other side, the game doesn't bother trying to check for other potential targets before shooting only the one you already knew was there. On the other hand; if you have no vision whatsoever, the game (95% of the time, sometimes camps "render" a bit slowly which I'm sure you're aware of) checks for targets and fires up to three arrows accordingly.
- Example, wolves With no vision: https://www.youtube.com/watch?v=J2qJO7Dc5AA With some vision: https://www.youtube.com/watch?v=16z4bvGiOeI
- Other thoughts and observations I really only have one thing to say here, and I know this is not a bug, but I would really like to see "prioritizes champions" on Kindred's Q. As it is right now, Dance of Arrows seems to try to shoot an arrow at the target you basic attacked last (resetting to "no target" after a second or two). The other two arrows are usually fired at targets close to the middle of the vault. Or rather, seemingly pretty random, but usually closer to where Lamb started than where she ends up. What this means, is that The Eternal Hunters can't hunt outside the jungle, because minion waves soak up most of the damage. Also, even when jumping out of a minion wave to try to pick off a fleeing champion (meaning you're technically fighting in open terrain), Lamb will very often shoot all three arrows backwards into the minions, even though the champion is in reach. I can't tell you how many times I have flashed to Q a flashing enemy to death, only to have something similar to that happen. That's the end of my little rant... sorry.
- W: Wolf's Frenzy
- Too many snacks!
If Lamb's last target was an inhibitor and she sends Wolf out, he goes crazy. He chooses a target and starts the animation for biting it, but he doesn't bite. He restarts the animation over and over again. After firing off an arrow at something else than the inhibitor, he starts biting it. After it dies he carries on like usual. He goes crazy again if Lamb ever shoots the inhibitor while he's out.
- Some examples Single minion: https://www.youtube.com/watch?v=WJYd8v7ThsM Setting him off mid-duration: https://www.youtube.com/watch?v=Ag60nXZLoec After inhib is down, but was the last target: https://www.youtube.com/watch?v=XkXBLRqZV2I
- Other thoughts and observations We've all seen the horror that is Wolf when he just barely can't reach an enemy while in Frenzy. He snaps back into the center of the area and quickly goes back out again to try to reach, then repeat. Could you make him stay on the border or something when that happens instead? Or, at the very least, remove the sound effect of him "respawning"? Hearing spirit barks 3 times a second really isn't pleasant...
Also, if you orbwalk really quickly, the W passive doesn't stack up. Would be nice if you changed it to pick up faster on distance traveled. Seems like right now it takes about 100 units before the number starts counting. This means that, in the same distance traveled, a Kindred with lower attack speed will gain more health than one with less (not counting lifesteal).
- E: Mounting Dread
- That's not Wolf... You know that bug you said you fixed a while back? The one where sometimes Lamb shoots an arrow instead of throwing Wolf to proc the last stack of Mounting Dread? You didn't fix it. It's still here, just as often as before. I'll make sure to record it next time it happens.
As for the ultimate, all is clear! I've never noticed anything buggy with it in all my time as a Kindred player. Good job Riot! ^^ Also, this is my first time posting on a forum, so if you find anything I could improve with the layout or, well, anything at all; don't be shy to tell me!
See you on the Rift! /Gourah