A Suggestion For Kindred's Designer

PalPlays··1 votes·490 views

Being a marksman Jungler, Kindred takes a sizable amount of damage from the Jungle. Now, I haven't played the champion yet, but just by looking at their armor values I can tell. It was then that I came up with what I think is a very good solution to the issue of squishiness.

Make Wolf targetable during Wolf's Frenzy: This way both Lamb AND Wolf can be hit and your main health bar will go down. This is much different than having a pet, as Wolf cannot be controlled as such and he does not have a separate health value. This also means that he will draw the aggro of Jungle camps. As they would share a health bar, this wouldn't solve anything, right? The issue of squishiness is still there... Not exactly, as the next part of my suggestion entails Wolf gaining bonus resistances the more you rank Q. Wolf (and Wolf ONLY) will get 10/20/30/40/50 bonus Armor and Magic resist.

Pros and Cons: Not only does making this change bolster Kindred's clearing abilities, but it grants the enemy additional counterplay. They now have a choice between trying to hit Lamb who is tumbling everywhere for increased damage, or focusing Wolf who is easy to hit for reduced damage. This also gives Wrekz a lever with which to tweak the Eternal Hunters. It also grants an incentive to max Q first; otherwise the ONLY thing you're getting out of it is increased damage.

7 Comments

SIayton1 votes

She doesn't take that much jungle damage if you kite the mobs. The passive on W helps a lot with sustain as well too. They're actually quite a bit healthier than some of the other junglers.

PalPlays1 votes

That's comforting to say the least. What do you think about the idea as a whole though?

SIayton1 votes

I think it would make them worse honestly. They're all about kiting, so in team fights giving the enemy a route directly to lamb's health bar while being able to attack wolf basically negates kiting ability and it would also hurt your ability to kite in the jungle. I think they're in a good spot right now but if they were to go the "wolf can be killed" route, he should probably have his own health bar.

PalPlays1 votes

Wolf being able to be killed separately from Lamb goes against the theme of the champion. Picture the common frustration with Vayne, that she kites you forever and has the sustain to punish mistakes. If you had the choice to attack a stationary target to deal drastically reduced damage to Vayne, wouldn't you do it? It punishes opponents who don't have the skill to kill Kindred, but rewards those who do. You're boosting farming potential to get a level advantage over your opponent, but giving them an answer as well.

All and all it seems like a good trade-off.

SIayton2 votes

I don't know, there's a reason Valor isn't good in team fights when playing Quinn. Ranged champions aren't meant to be in the middle of a fray and the little bit of armor wouldn't keep them from getting blown up. Graves gets a lot of armor from his passive but he's still relatively easy to kill if you get close to him.

Honestly though I think this is just a matter of "if it isn't broke, why fix it". I haven't had a problem at all with her in the jungle as far as being healthy goes and the kiting isn't really that crazy compared to kalista or vayne so I think giving her a weakness when she's worse at it than those other two seems like a weird design decision.

Meep Man1 votes

I'm not sure I like it. It makes her a bit too safe in the Jungle as a whole. Her clear time is actually outstanding past the first camp. Not only that, but her armor is actually abnormally high for a Ranged champion, having about on par and sometimes more than some Melee Assassins. She also has nice sustain. Overall, I don't find it needed and would give more downs than ups.

Also, on that note for the last part, you should be maxing Q first anyways. It has the lowest cool down and gains the tied for most damage per level. W only gives 5 per level and a 1 second reduced cool down. Thats cool and all, but you shouldn't have to use W too too often early.

PalPlays1 votes

[{quoted}](name=Inept Maverick,realm=NA,application-id=3ErqAdtq,discussion-id=H0qOR4lY,comment-id=0001,timestamp=2015-09-16T19:34:04.173+0000)

I'm not sure I like it. It makes her a bit too safe in the Jungle as a whole. Her clear time is actually outstanding past the first camp. Not only that, but her armor is actually abnormally high for a Ranged champion, having about on par and sometimes more than some Melee Assassins. She also has nice sustain. Overall, I don't find it needed and would give more downs than ups.

I've looked the armor value, and I'm not sure I agree with you. The base armor is higher than Teemo's, but his growth far outscales theirs. It IS a little on the high side, but not quite enough to be effective in the early levels. Raising it isn't a good idea either, because you're then left with a super tanky marksman. I'm glad that I'm getting feedback on this though, it will help when I am able to pick Kindred up.

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