Retuning kindred with better change

Shadow Hazard··3 votes·786 views

Passive - mark of the kindred:

  • Change name to mounting dread
  • Nerf the per stack value to 1%
  • Buff the stack scaling with +0.01% per 2 bonus AD
  • Allow passive to benefit from life steal
  • Remove the camp/enemy champ mark system
  • Give stacks from any counterjungled large monster or enemy champion kill/assist on a 4 minute cooldown between being allowed to collect another mark. Upon hitting cooldown do mark animation to kindred.

These nerf the snowball nature of the passive and give it more of a scaling nature. The marks should easier to get by removing the telegraphed nature of the live system, there is still a need to good decision making to best collect stacks. On the note of the name change switch it better represents what kindred would be doing collecting stacks with this change.

For those curious of the the more theoretical best case scenario you would probably be able to achieve 6 marks by 21 minutes if you were able to pull off an enemy first blood at one minute in and was able to collect a stack right as the cooldown came off which is a nerf to lives better case scenario of hitting 8 marks by the same point. Realistically most wouldn't likely be able to pull off this best case scenario, we would more likely be getting the first stack in the 2-3 minute point and wont be always given the perfect scenario of being able to collect the next stack as soon as the cooldown is available.

Giving it bonus AD scaling allows kindred a way to be benefiting better from building AD maybe bringing back AD warrior kindred as a viable competitive option vs on hit attack speed kindred. Giving it the ability to benefit from life steal on hit opens up the option for warlords bloodlust as a mastery option and improve kindred's benefit to life steal overall in the later game

The animation addition is mostly for the sake of not losing art and sound that was put into the kit. But there also the view that you will have an obvious marker showing to to build up your next stack and for the enemy to know you will be on the hunt for your next stack to warn them to deny/delay your ability to get stacks.

Q - Dance of arrows:

  • Increase bolt count 4 bolts
  • Buff the per level reduced cooldown to 3/2.75/2.5/2.25/2
  • Allow bolts to proc on hits

This will bring kindred back closer to how the early farming was mechanically managed. A lot of the early/mid game power removed from the passives best case scenario can be brought back into the skills power. With the addition of procing on hits the already heavy synergy with on hit attack speed builds is improved and with the additional stat scaling of the passive there is extra per mark+AD scaling potential of the skill.

W - Wolfs frenzy:

  • Remove the monster debuff
  • Remove the 50% bonus damage to monsters
  • Return the heal, 30(+2 per level)

With having some of the power returned in dance of arrows the damage buff against monsters in this skill can be removed. The heal was much more preferred even now I know it is missed and desired to have back, for the healthier jungle clear. It is still nerfed compared to last time it was in the kit (34+4 per level). Again on the point of improving the potential synergy of kindred's doing more bonus AD focused builds with the skill scaling also with part of the current mark value there is another added point for bonus AD scalings

E - Mounting dread:

  • Change name to mark of the kindred
  • Increase time target is marked to 5 seconds
  • Change slow to 60% decaying over the course of the skill
  • Buff the % max health damage with +2% per 100 bonus AD

More skill adjustments really. Most notable buff is the again added improved synergy for building bonus AD. Should be able to say in a collective perspective that kindred doesn't have bad AD scalings and you should be able to comfortably choose to build more AD focused builds without the thought that you are gimping kindreds damage potential.

R - Lambs Respite:

  • Add passive bonus movement speed equal to the % mark value

A way to address the complaints of kindreds poor base movement speed without flat out slotting it into the kit with an easy flat number. It does give the potential for kindred's movespeed to be better than ever in the past if you have done well by late game

TLDR

Took away much of the passives power in the rate it could stack and the per stack value and shifted the power back into the kits abilities. Improved synergy with attack speed on hit builds and added synergy with building bonus AD. Heal is back. Movespeed situation ally improved. Early, mid and late game passive power situationally nerfed but very late game passive power situationally buffed.

1 Comments

AgeOfTheMage1 votes

I'd say these are good changes, ate game they can do massive damage but get deleted instantly, even with lifesteal, their base stats are terrible, especially their movement speed, even with boots of mobilit kindred feels slow, if they get hard cc'd they're dead, upvote for you! by the way, clearing jg camps with kindred is super quick for me, as for fighting players.... but every 4 min? at 20 min if you did 0 ganking you'd only have 4 stacks, and with the damage being nerfed... who knows though personally i prefer the passive at the moment, but im not sure how stealing enemy jg camps fits in :I

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