Kindred Mechanics change
With this recent update, 6.7, i'm really thinking about how the Kindred work, and what would make sense as a champion, for the Kindred to have in their skill set. Just listing these off as modifications i think would make more sense, as a player.
Passive - Mark of the Kindred: this is perfect. there's no change i can think of for this,besides not allowing the enemy team to see your marks in their jungle. it makes it difficult to obtain your mark if everyone is gunning for it, making it near impossible to become a shredder, like Yi. Kindred is not tanky, so they rely on Kiting champions like Volibear, Vi, and Tryndamir. if these other champs take what's kindred's, how are they supposed to catch up?
Q : Lamb's Q ability gives the Kindred a lot of the clear, and chase they need in order to maintain a healthy level of gold to sustain their damage and clear output throughout the game. However, the cooldown on the basic ability itself is way too high. without Wolf's chase, Lamb's Arrow flurry is useless, making Q a weak escape, and a weak chase if your W Is on Cooldown.
W: When Wolf chases, Lamb keeps up with her Q. Wolf's attack speed in this mode is not as beneficial as one would think. its main use is to land extra hits on one target, and the attack speed is fixed. wolf, being faster than lamb, should have an attack speed that scales off of how much speed you have built yourself for the Kindred.
W(Passive) : The Passive heal based upon movement is very nice early game, since it helps a bit with your early game sustain, however, late game, the healing is less helpful, and less frequent. therefore, i suggest change the passive completely, making it so that until you complete your first hunt, whether it be a jungle monster in the enemy jungle, or if it's an early game successful Gank, You begin to scale off of successful hunts. Kindred's Passive healing ability should scale off of how many hunts you've completed as a Hunter.
as a basic idea, let's say you complete your 6 jungle hunts, and no champion ganks. so you have 6 hunts, and your passive has built up the momentum you need for a heal. since you've completed 6 hunts, you should get 6% of your maximum HP back as a reward for being so diligent in your hunting.
E: wolf's chase should give lamb a speed boost, or an attack speed boost in order to help land the full three hits, many times, the target get's away, and you cant finish them off, or someone else robs you of the opportunity.
R- Ultimate; Lamb's Respite: Two beings representing Death itself, the kindred should be able to choose who lives and who dies. Whether it's changing the champion's ultimate to a self-sustaining death nullification zone, where anything that isn't Kindred dies, or if it's a zone that only helps Allies,the ultimate ability of this champion has some serious potential for teamfights.
if your team is lagging behind, and the burst damage after kindred's ultimate from the opposing team is more than yours, which it will be, if you're behind, then you wasted your ultimate for nothing. you may get a kill or two off of the opposing team, but it's not going to be pretty for you after your 5 man team dies, and they still have 3 fed champions to smite your lane towers. Kindred's "Lamb's Respite" should have a more "Team-Friendly" effect to it, because not only could you screw up a teamfight, you could also save the enemies you were trying so desperately before to smash.
If there are any other concerns the Community has about this, please voice it down below, and let's look for a way to adjust this champion to meet the needs of the players.