Ideas for a possible Kindred rework
As most people who have seen or played Kindred recently know she isn't in a very good spot at the moment. Better than pre-rework Azir but still, she needs work, Her stacking passive doesn't work for her, her ult feels a bit weird on a pair of psychopomps themed after forest animals, and they don't really work as the two-in-one combo they were supposed to be, so, I'd like to share some ideas about what could be done to fix this while also being more in line with her lore and theme.
Passive: The Kindred Lamb and Wolf in game are two intertwined yet separate entities, Holding Alt allows the player to move Wolf. (Like a Morde ghost.) Lamb and Wolf cannot move more than a set distance away from each other and each gain a shield for half of the other's current health while out of combat.
Second Passive: Mark of the Kindred When both Lamb and Wolf attack the same entity (Outside of towers) their abilities do a small percentage of true damage.
Q: Dance of Arrows Same as pre-rework with tweaks to damage and scaling.
W: Wolf's Frenzy Gains charges with kills against Neutral Monsters. Wolf dashes in the target direction, dealing damage to all enemies in his path and healing for a percentage of damage done., If he hits a champion he gains one extra charge.
E: Respite and Dread. Lamb creates an area of blessed ground beneath her feet that heals allies and slows enemies while Wolf gains extra movespeed and shreds armor inside the area. The Cooldowns for Wolf's Frenzy and Dance of Arrows are lowered inside the Blessed Ground.
Kindred R: The Eternal Hunt Wolf and Lamb gain passive movespeed towards enemies below 50% health. Can only be activated when an enemy is below 50% health, Lamb and Wolf dash to the target, gaining extra movespeed towards them. For the duration Wolf and Lamb are untargetable and instead of dealing damage immediately all damage they would do is dealt at the end of Eternal Hunt's duration, if anything were to heal or shield them beyond 50% health before the duration ends Wolf and Lamb's attacks deal half damage and they dash towards their fountain to the edge of Lamb's attack range.
So, that's what I thought up, probably not the most well thought out but I'm no game designer, just a guy that thinks Kindred could do better to fit their lore and designs better. Lamb would serve as a mobile ADC with a low cooldown on her Q with Wolf serving as a bruiser with a low damage dash that allows him to stay on an enemy and just keep dashing before getting out, like Yasuo's but you can just keep using it on the same guy and it only gains extra charges on other champions while also healing. They also each have separate health outside their shields so Wolf can be a bit tankier and both can do damage to the same camp, allowing Wolf to tank while lamb does most of the damage, and with their E they have some utility on top of their damage.
Honestly, this is probably way worse than their current design, because again, I have no idea what I'm doing, I'm no game designer, but still, hopefully this could give you guys some ideas for figuring out just what to do with them and hopefully It'll be just as fun as your other recent additions/reworks! [slayer-jinx-wink]