Two small changes to make Kindred viable
After playing several games of Kindred on the PBE, I've concluded that she is not a viable champion in her current state.
This arises from a variety of factors. By picking Kindred jungle, you are depriving your team of the tankiness and CC that usually comes with a jungler and instead relying on reaching late game without falling behind. A Kindred when behind is largely an ultimate bot, as opposed to most other junglers, almost all of which provide considerable CC and tankiness even when shut down early.
Kindred ADC is literally pointless. There isn't a single reason to pick Kindred ADC when you can pick Kalista - she has better kite, more damage, a better lane phase, more mobility, more range (which is very important in an ADC), and is all around a better champion. Lane Kindred in general is weaker due to the extreme difficulty this lends to stacking your marks. Top and mid Kindred, while not necessarily bad, are let down by Kindred's inability to stack marks efficiently while in a lane. Going mid (their second best role, in my opinion), Kindred can roam and sometimes even counterjungle to stack marks, but this is inefficient and risky. She is also quite easy to push around in the early game, as her early trades are mana intensive and rely heavily on her W, which can be simply walked out of.
All of these, however, are made considerably weaker by the simple fact that Kindred is a damage-focused champion without a lot of damage. Although their base damages are decent, their scalings are laughably low (20% AD on Q and E, 40% AD on W) and their autoattack range is too low to be able to rely on autoattacks as a efficient source of damage. Sure, Kindred can kite fairly well, but they can't actually kill anything unless ahead or catching them way out of position.
To help these issues, I propose two changes to Kindred:
1: Change their autoattack range to 550 from 500, and
2: Increase their base Attack Damage to 52-53 from 49 and their level 18 base damage to 102 from 89
The first change is fairly self-explanatory - as Kindred's abilities do low damage, they rely on autoattacks for damage, thus they should be able to autoattack from a decent distance. As 550 is the average range for an AD carry, I think this is a reasonable number.
The second change requires a bit of context. Although Kindred are an autoattack-based champion, their base attack damage is the third lowest of any champion in the game. The only champions with less base AD are Orianna, who gains significant AA damage from her passive, and Thresh, who gains decent damage from his E passive. Kindred, however, have only their marks to enhance their autoattacks. As we've previously mentioned, marks can become difficult to get even if slightly behind, which combined with her lack of innate damage makes Kindred a high risk, mediocre reward champion.
By increasing Kindred's base AD, Trinity Force becomes a good buy on them. Currently, Trinity Force proc does only 172 bonus damage on a level 18 Kindred (excluding the possibility of a Sterak's Gage). My proposed change would increase this damage to 204, which is very close to the TF-proc damage of the ADCs commonly associated with the item (Corki, Ezreal, etc.). This would not only increase their damage significantly, but would also provide a reasonable powerspike to a champion with a mostly flat power curve.
TL;DR: Kindred in their current state is high risk but only medium reward. By increasing Kindred's autoattack range from 500 to 550 and raising their base AD at level 18 from 89 to 102, we can add damage and reliability to Kindred's kit without spiking her damage to unbalanced levels
Looking at the new patch it looks like Riot gave them an increase of AD at the beginning of the game, BASE ATTACK DAMAGE 49 ⇒ 54.42, but it looks like they will be weaker end game, ATTACK DAMAGE GROWTH STAT 2.2 ⇒ 1.61, making her level 18 base attack around 83.4. By doing this do you think Kindred will be more viable? Their early game was where they were weak since there were no stacks on their passive so the lack of scaling late game with the base AD shouldn't matter as much.