Kindred: Thoughts and Ideas
Kindred is in a weird spot and personally I think the jungle marksman is being too forced. It would be better just to make her a normal (bottom) marksman and if she can jungle as well then she can jungle, but let it be a natural decision rather than a forced one this way she won't have everything just so she can be a jungle marksman.
Some points to go over:
~ Make a marksman and just let individual players decide where they want to play her, do not force things.
~ What I personally would like to see is REALLY make the duo-marksman shine because right now it is Lamb + an animation in the form of Wolf rather than Lamb + Wolf. Making Wolf's Frenzy their passive instead so that Wolf is always active and always walking with Lamb, the Wolf hunting area will match (reduced to) Lamb's base attack range (meaning does not scale with Rapid Fire Cannon's bonus range), would allow for changes that emphasize the two working together - Wolf would just attack the closest target to Lamb, emphasizing killing tanks and/or precise positioning with Lamb for super late game damage. ~ ~ Wolf would scale with attack damage, attack speed, and critical strike chance; makes it feel like a basic attacker which tunes Kindred's early-to-mid-to-late game power a lot easier and better. A change like this would really open up room to really make the duo-marksman dream come true like how they always were meant to be (despite Wolf being a melee attacker).
~ Bounty hunter mini-game is too hard to balance and historically just made Kindred EXTREMELY Feast or Famine with ZERO middle ground. Mini-games are fine, as long as it does not make the champion feast or famine, a champion should feel useful regardless if they are fed or not; balancing should be done through either giving a champion a weak late game for a strong early game or weak early game for a strong late game. Since marksmen are ranged sustain damage dealers they should lean towards late game with weaker early games (there are still varying degrees to this), so a marksman strong early game may be just be too strong, goes back to the reason why Kindred should not be forced as a jungle marksman.
~ I do like supporty elements on Kindred. This does not mean I am saying to make her a support, it means I like things like her ultimate and slow and how she can use them to help her team out.
~ I say focus on Kindred as a hyper marksman, and instead of giving her raw power, give her pretty good utility to help her team out. So this means she is viable bottom lane with a support and viable in the jungle without one being stronger than the other or dominant. Bottom lane with a support means Kindred is farming up for items for the late game, while in the jungle having less gold she is using her utility to help with ganks instead of solo everyone and since she is a marksman can apply tower pressure with her range (which should be increased to something like 575 all the time; her hyper aspect is Wolf and Lamb working together to deal insane damage over time with two attackers, not through long range like Kog'Maw, Twitch, and Jinx get - even Sivir and Xayah have long range through hitting a close target).
Basic Attack Range: 575 units from 500
Lamb's Attack Speed: 0.690 from 0.625
Wolf's Attack Speed: 0.550 + uses 100% of % bonus attack speed FROM 0.750? + uses 50% of % bonus attack speed
Wolf's Frenzy (Passive): Radius: 575 units Wolf always follows Lamb around, attacking the closest target to her for (+25%AD) physical damage, these attacks can critically strike. Wolf can attack while Lamb is moving. Wolf's attacks deal double damage against monsters.
Dance of Arrows (Q): Cooldown: 9 seconds; Cost: 40 mana; Range: 350 / 575 units Lamb hops to the target location, dealing 20/30/40/50/60(+100%AD) physical damage to up to 3 nearby enemies upon landing.
Blood Fangs reduces Dance of Arrows' cooldown to 4/3.5/3/2.5/2 seconds while active.
Blood Fangs (W): Cooldown: 18/17/16/15/14 seconds; Cost: 25 mana; Range: 825 units Passive: Wolf marks enemies he attacks for 0.5 second. Lamb's attacks against the target deals 2/2.5/3/3.5/4%(+2% per 100AP) of the target's current health as bonus physical damage, plus 0.25% damage per Mark of the Kindred.
Active: Lamb marks the target enemy for 8 seconds and grants Wolf 20/35/50/65/80% bonus attack speed for 8 seconds. Wolf's attacks against the target deals 4/4.5/5/5.5/6%(+2% per 100AP) of the target's missing health as bonus magic damage, plus 0.5% damage per Mark of the Kindred.
Epic monsters and champions that die while still marked from Wolf or Lamb grants a Mark of the Kindred.
Mounting Dread (E): Cooldown: 16/14.5/13/11.5/10 seconds; Cost: 60/65/70/75/80 mana; Range: 950 units Lamb commands Wolf to leap in the target direction and ferociously bite the first enemy struck, dealing 30/45/60/75/90(+75%AD)(+75%AP) bonus magic damage over 1.5 seconds while slowing down by 40/45/50/55/60% and grounding for 1.5 seconds.
If the struck enemy was marked by Blood Fangs then Wolf remains attacking at the target's location, regardless of his proximity to Lamb.
Lamb's Respite (R): Cooldown: 160/130/100 seconds; Cost: 100 mana; Range: 500 units Lamb blesses the ground underneath her for 4 seconds. All units, ally and enemy, cannot receive damage or healing upon reaching 10% of their maximum health while on this ground. After 4 seconds everyone in the zone is healed for 200/250/300 health when the blessing ends.