Why Is Kindred Q So Crap?
I honestly don't know why it was made so unbearably weak, compare it to any other ability similar to it in the game and there all so much better, even if you take into consideration the W reduce time (which is still to long) its still really bad.
Analysis
So first lets look at the ability
RANGE: 340 / 500 COST: 30 MANA COOLDOWN: 9
ACTIVE: Lamb dashes in the target direction and fires up to three homing arrows on arrival upon the three nearest targets, dealing physical damage to each. Lamb's current attack target at any proximity will be prioritized by one of the bolts.
Casting Wolf's Frenzy or dashing inside of Wolf's territory will reduce the cooldown of Dance of Arrows to 2 seconds.
PHYSICAL DAMAGE: 60 / 90 / 120 / 150 / 180 (+ 20% AD)
Jump So lets look the jump range is 340 which is ok not special nothing to really complain about there.
Mana The mana cost, 30 again nothing special about standard for this sort of ability.
Cooldown Now the CD 9 seconds flat, this is stupid when compared to nay other ability like this in the game, so lets look at some other similar abilities with there CD
Vayne Q = COOLDOWN: 6 / 5 / 4 / 3 / 2 Fiora Q = COOLDOWN: 16 / 14 / 12 / 10 / 8 (remember the 60% reduction on hit) Ekko E = 13 / 11.5 / 10 / 8.5 / 7
Now lets look at what there abilities also have extra, they all proc on hit effects, while kindred does not, they also all have scaling cooldowns so they get better late game and can be used more often.
When comparing Kindred Q to the other ADC here Vayne you realise just how bad Kindred Q is, so lets go into depth comparing these aspects.
So full description of Vayne Q
RANGE: 300 COST: 30 MANA COOLDOWN: 6 / 5 / 4 / 3 / 2
ACTIVE: Vayne quickly rolls toward the cursor's location, causing her next basic attack within 6 seconds to deal bonus physical damage.
Tumble resets Vayne's autoattack timer.
FINAL HOUR: Tumble stealth's Vayne for 1 second on cast.
BONUS PHYSICAL DAMAGE: 30 / 35 / 40 / 45 / 50% AD
So when compared to kindred we can see that:
- The coodown is around lower (kindred is only ever lower in early game with W)
- It scales into late game with lower CD
- It damage is all round more (with 100 AD at level 1 Kindred Q does 80 damage, while Vayne does 130)
- Vayne's Q applies on hit effects, this can not be understated.
Some damage number projects:
If both Kindred and Vayne had 400 AD
- Vayne Q would deal 600 damage, apply full onhit effects and be usable all the time at every 2 secs
- Kindred Q would deal 260 damage, apply no on hit effects, be on a 9 sec cooldown and only have 2 sec CD with W up.
When you compare those two like that what would you prefer 600 Damage every 2 secs no matter what, with full on hit effects, or a 260 damage ability with no on hit effects and only sometimes usable every 2 secs, but most of the time is 9 secs.
There is no real contest between the two and kindred's Q is really in the need of some major buffs to how the ability works and it really needs to be changed to better scale into the late game.
It feels like when Kindred was being made and tested they really over compensated the ability cause it feels like it was gutted to death at some point and needs to be buffed up to make the ability alot more useful and make it better instead of usable only when W is up.
What should be changed:
- Make Q count as an AA and apply full on hit effects
- Give it scaling reduction so 9/8/7/6/5 seconds at each rank
- give it % or flat reduction when used in W so it more useful late game (e.g. if you hit an enemy in W it CD gets reduced by 60% (like fiora Q) or 4 seconds off its current CD (like Gnar Q when he catches it.)
These changes would help to make the ability feel alot more useful and less crap when used, cause at the minute the Q feels so out of the rest of her kit, this is especially shown in the fact that her Q doe not proc / put stack on her E (THIS NEED TO CHANGE) and it feels like its just there to be there, offering littler more than a jump to get closer to the enemy or jump away.
where kindred q hits 3 enemies. Her ad scalings are really low on all of her abilities because her passive's %current hp and her e's %max hp are meant to compensate for it, which they do. and you're right that kindred q does not apply on hit effects, but it does increase your w stacks to get you a heal. and it does charge a spellblade proc that can be used on your next basic attack if you've built a sheen item. Her cooldown on her q does not need to scale down because at all stages of the game after level 2 or 3 it's effectively 2 seconds because you will almost always use her w so you can do the most damage possible, and her w's cooldown does go down each rank. I think her q is well balanced when you remember not to look at one ability out of context. if it applied on hit effects I think it would be too powerful.