Please take a look at Kindred
Power from crit chance on their E is crippling them. She cant afford to rush crit chance and her mid game struggles because of it. Let them build like kaisa jungle without punishing them.
Power from crit chance on their E is crippling them. She cant afford to rush crit chance and her mid game struggles because of it. Let them build like kaisa jungle without punishing them.
I've been playing a lot of Kindred recently and even though Kindred is objectively a terrible choice in many cases and I'm a clumsy player who always uses the ult wrong, I somehow enjoy playing them anyway.
I don't really like Mounting Dread. The activation is difficult to time right and building crit to increase its activation makes your damage high enough that you may as well just keep shooting, making it often feel unrewarding for the risk a squishy champion assumes to try using it. Worst, it doesn't really make sense, lore-wise.
The lore says that somebody hunted by Kindred chooses either to face death and be shot by Lamb or to run and be chased by Wolf. So why not go with that kind of theme? Something like this:
Lamb's attacks against a unit suffering Mounting Dread are boosted (+X/Y/Z lethality as it stacks, max 3 stacks) if the unit is facing toward Lamb. Wolf's bites against a unit suffering Mounting Dread are boosted (+X/Y/Z crit chance as Lamb stacks it, max 3 stacks) if the unit is facing away from Lamb. Within Wolf's Frenzy, if a unit suffering three stacks of Mounting Dread steps (dashes count, blinks/flashes don't) outside the radius, Wolf immediately performs a true-damage attack that can crit.
This would honor the lore of those marked choosing how they are attacked, should make all-in against the terribly squishy Lamb slightly riskier, and reward players for correctly choosing to either battle and squish Kindred before Dread mounts or to rush out of the Frenzy zone before collecting too many Dread stacks and getting eviscerated by Wolf for running (or to burn a flash/blink skill to escape risk of fatal dog bite once heavily stacked). Importantly, if I know the math right, lethality is strong against low level players (since unlike Bonus Armor Penetration, it works on champions' innate armor stat) and even with three stacks Kindred won't have much/any crit built early, so confrontations with enemy junglers early would be more about risk/reward based on the champion's toughness and summoner's willingness to risk a small crit chance from Wolf than if that jungler's level 2/3 skills can squish an itemless ADC or not determining the fight before it happens. Late game, when Kindred has time to build some crit, Wolf's Frenzy becomes a zoning tool since it can quickly trap an enemy that Lamb got close enough to cast Dread upon between her long AA range + crit rate and the Frenzy line which will let Wolf do his thing if that enemy runs after getting poked three times.
It'd also interact with Respite in a more Kindred-favoring way since instead of Respite+Dread being "stack it to two, wait till the exact right moment to hit the third, and hope that you don't miss the perfect frame AND get enough damage to kill the enemy" it would let Kindred put maximum stacks on during Respite and then Lamb can (try to) evade while Wolf gets ready for the big crit bite. It doesn't save Kindred when they're alone in the circle with an enemy team surrounding, but it does make 1v1 against Kindred with their ult ready a more dangerous proposition.
...which it probably should be since they're supposed to be manifestations of death itself yet mostly seem to die, themselves, at the hands of those bearing their supposedly condemning mark.