How I believe Kindred's new kit should operate

Espurr VI··1 votes·515 views

Riot recently revealed they wanted to rework Kindred, however her new kit makes me feel a bit underwhelmed, as well as not very thematically pleasing.

Passive: Mark of the Kindred: Unchanged.

Q: Hail of Arrows: Kindred leaps a short distance, firing 3 arrows to the closest targets, dealing (LIVE) damage, and granting Kindred 10 / 15 / 20 / 25 / 30% attack speed for 5 seconds. Attack speed buff does not stack. Cool down: 5 / 4.5 / 4 / 3.5 / 3

W: Wolf's Frenzy: Passive: Wolf will attack any enemy that Kindred attacks, dealing 10 / 20 / 30 / 40 / 50 (+25% bonus AD) physical damage for each attack and also applies Mark of the Kindred's %health damage, though it is halved. Wolf will attack 10% faster than Kindred. Wolf will not attack anyone who is outside of Kindred's attack range.

E: Mounting Dread: Marks the target with Mounting Dread. After 1 second, the mark arms and slows the target by 35% for 2 seconds. During the slow's duration, Kindred's basic attacks deal 15 / 25 / 35 / 45 / 55 (+15% bonus AD) + 2% of the targets max HP as bonus physical damage. If Mounting Dread is cast on an enemy champion who bears the Mark of the Kindred, then the slow is amplified to 50%.

R: Lamb's Respite: Marks the target with Respite for 3 seconds. During this time, Kindred has true vision of the target and damage dealt to that target by Kindred is increased by 5 / 10 / 15%. At the end of the duration, if the target has less than 10% of their max HP, they instantly die.

3 Comments

MissingKayo3 votes

No. Just no.

The whole point of W thematically is for Wolf to go into a frenzy. Not him just constantly attacking everything Lamb attacks. Which is why there's an AoE in which he viciously attacks targets inside at the moment for a certain duration only.

Your W manages to somehow make Wolf even LESS of a presence than he is in Kindred's kit already. Just no.

Mounting Dread immediately puts the slow which leads up to said dread because if they get the third auto off on you, it's going to hurt like hell, and each autoattack is one step closer to it, hence said 'mounting' (increasing).

The E amplification idea is just awful and terrible for balance both. There's also nothing "Mounting" or increasing about it at all in the slightest. All that's going to happen is they just get slowed and they get bombarded with autoattacks. That's it. There's no build up or lead up or goal at all.

What part of your idea of the new ultimate is a "Respite"? Do you know what Respite means? The whole thematic of Kindred is that they are death incarnate.

They decide who lives and who doesn't, and they don't want anyone else interfering in that. Respite means a break from some sort of stress/problem/danger/threat. That's why no one on either team can die and everyone gets equally healed.

Umbral Regent1 votes

MissingKayo has a pretty good and thorough observation of your kit idea, so I'mma just go for the good old "Devil's Advocate" schtick and defend Riot's mini-rework:

First, let me ask, how do you find the mini-rework to be not thematically pleasing? It amplifies the two traits that literally make up the Kindred's thematic identity: The personification of death, and a pair of hunters. The Eternal Hunters, no less.

I'm gonna go over the abilities in short-hand form and explain why they're thematically pleasing (at least to me, hopefully you'll see why yourself.)

Passive - Mark of the Kindred: Collected marks no longer grant Lamb %Current Health damage on basic attacks, instead amplify abilities and every 4 marks gives her an Auto-Attack Range increase.

  • Health shred is thematically accurate, but when tied to the Marks passive, makes the Kindred pretty feast or famine.
  • Increasing attack range and amplified abilities fit the Eternal Hunters thematic of progressively excelling in their hunts, making them more adept at bringing death to those ready (even if not willing) to meet their end.

Q - Dance of Arrows: No longer gains base damage per mark, grants attack speed (amount based on ability rank), increased by Marks, AD ratio ramped up (from .20 to .75), vault speed is now faster.

  • Granting attack speed and increasing based on Marks really fits with the ability name: It's a dance of arrows, and the attack speed will make sure there are a lot of arrows
  • And the vault speed fits with it, too. Swift movement really fits with an ability called a "dance", after all.

W - Wolf's Frenzy: Can throw Wolf to a target location within 500 units to create the Hunting Ground, ignores walls, range doesn't scale, Wolf does %Current Health damage as base, scaling with Marks, AD Ratio decreased and changed from Total to Bonus, and damage type changed to Magic

  • Being able to designate a hunting grounds that isn't immediately on top of yourself amplifies the Hunter fantasy the Kindred have (and the ephemeral, spiritual one by allowing Wolf to ignore walls)
  • Wolf attacks faster, (it is a Frenzy after all)
  • %Current Health damage fits Wolf's thematic of bringing Death to the strong and defiant (or the cowardly ilk who run)

E - Mounting Dread: Damage changed to Magic, base damage reduced, (laser-guided)Wolf missile speed increased, AD Ratio increased and changed (from Total to Bonus), %Health Damage changed from Total to Missing Health, scaling with Marks, Wolf Crits low-health enemies, increasing the threshold with Crit chance.

  • Wolf deals %Missing Health damage that increases with Marks (the closer you are to death, the easier it is for Lamb and Wolf to seal your fate - which is their whole theme, by the way)
  • Wolf crits extremely low-health enemies (being near-death is obviously going to give Death themselves an edge, so it fits their theme like a glove)

Altogether, the mini-rework actually does extremely well to stay within the spirit hunters/arbiters of death thematic the Kindred have, and it kinda makes me anxious to play them myself once their rework hits live. (if I ever become a competent Jungler and if nobody else picks them.)

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