Kindred needs a lot of follow up work

Tormentula··6 votes·1,173 views

http://static.mnium.org/images/contenu/unes/big/result_lol_kindred.jpg

I liked the changes to kindred, but it didn't help with their primary problems at all. It just made them easier to balance, which is good, but these are just some issues that were added/need addressed. I appologize for the long post, but I want to provide as much detail as I could, agree or disagree to some of it.

What's the problems exactly?

First of all, the "turning kindred into a marksmen" attempt failed, again. The old kindred's gimmick was stacking attack speed to apply the on hit damage of their %Health autos. With the removal of %health autos, their primary damage and synergy with attack speed is null. This change caused kindred to become less of a marksmen carry, and more of a damage carry. You'll notice how weak your autos are all game if you do rush attack speed (bloodrazor) because you won't have those 1 or 2 marks worth of bonus damage early. Your autos were extremely weak to make up for the ridiculous uncounterable %health, but with this change there wasn't really any damage benefits, only range benefits and attack speed bonuses on Q (which as I said, attack speed doesn't matter much without the on-hit and the range won't apply until later and doesn't matter much when you're not laning). This seemed to, in my experience and judging various probuilds, shift kindred into favoring warrior enchantment or cleaver rush more than the attack speed on-hit vision that you guys had when trying to re-direct kindred, which stapled kindred into what they were rather than opening them to more options.

Secondly, the "crit benefit" just doesn't work. You guys wanted to make wolf feel more like an execute, which you did, except with one major flaw. The chances of actually executing with wolf are extremely low. Most likely you'll use your E to slow the target so you can actually catch them or make the gank easier, but the flaw is that you have to calculate that either those 2 autos prior to procing wolf will be enough to bring the target in execute range (unnoticeable and actually doesn't matter much early) or that saving wolf for the execute is even worth attempting. This makes the only "crit benefit" extremely inconsistent and not worth actually investing in considering the little you'll actually use it.

The W change was good, but needs some work. First of all, wolf won't go over walls which is the clunky part of this, but he will go over walls lamb could Q over, this needs fixed so wolf can just ignore terrain. That shouldn't make or break kindred, but it would be a quality of life change to make kindred feel better. Additionally, when riot said "wolf would provide vision" I expected something similar to Elise's Rappel, that is not the case as wolf barely reveals the target he's going for if they're in brush or in FOW. It just feels weird. Again, these aren't power changes but QOL changes.

Ultimate was unchanged, I'm kinda glad because its such a broken ability that changing it in anyway would take a huge risk to kindred, but I do feel the only reason this ultimate isn't the literal most toxic thing in the game again is because kindred themselves are just so piss weak that even this wouldn't save them.

What changes were good?

As I stated, the W change was good, bit clunky, but good from what it was. The new mark system doesn't affect kindred as hard as the old one. The old mark system was kindred's primary damage, and if kindred failed to get any marks, they would feel as weak as you may feel them now. However the marks are now mostly just benefits, they won't change the feel of kindred but will add some more minor bonuses, such as attack range, W damage, and E damage. You can survive the game without these bonuses, they just feel so good if you do get them and that's what I enjoy, the fact that an RNG life risk mechanic doesn't define whether or not kindred will be useful. The problem is kindred is much weaker so getting the marks feels more shitty, but more on that another time. Trying to make E an execute sounds thematically fitting, but I'm afraid these changes might not be what creates that, but regardless the idea is a good direction.

Ideas for changes

Q- make it apply on-hits. The arrows feel like autos, but they really are not. I feel if Q did on hit like Vayne's tumble, it may steer kindred into the on hit builds riot has envisioned for kindred (marksmen itemization), as it would not only be their most used spell benefiting from it, but it would also be a good power shift. If it proves to become powerful later, there's always the base numbers of the Q itself that can be adjusted. Additionally 50% bonus damage to monsters would feel good especially for securing marks since kindred takes incredibly too long to do them, but that's only if their base AD isn't changed.

W- Make QOL changes with its consistency, no power changes, the changes he got were actually really good.

E- Remove the E execute for more power in Q OR make the crit benefit be much larger, such as being 0-100% crit health ratios rather than 15-65% at 100% crit chance. This would make make the crit feel more benefitical to wolf. An alternative would be removing the "crit" part of the E and just making the %health bonus damage scale with crit chance, similar to Xayah's feather recall doing damage based on her crit chance. A weird idea I also had to fit with wolf's thematic of "hunting those who run", perhaps make his damage scaling with the target's movement speed, making him doing more to those who run. Just a little idea, I dunno how that would work.

Base stats- Maybe give kindred a small base AD buff, I will say, when I held mid lane as jungle kindred around level 5, CSing under tower felt like one of the worse experiences I've had with CSing and this is coming from somebody who still plays Elise top and autos in human form. I don't believe this will ever be Kindred's strength, CSing as a jungler, but again, another QOL change and the base damage to minions alone speak for how weak kindred actually is.

I would love to see Kindred in a good and fair spot, and I'm happy riot is giving them some love but not going to the lengths of what they were at release, but these are just some personal thoughts I had, as somebody who used to play kindred around release, and has communicated with one tricks over the years.

TL;DR: Kindred needs more changes, the current ones didn't fix kindred's issues and only enhanced them. The chances however were good for basework, and there is definitely now room to add or remove power into them to make kindred feel great, and/or live up to their expectations.

9 Comments

Asayake 5150glow4 votes

Nice post, Q being able to crit could also help her want crit?

I think her base AD is really low, but I'm not sure about that. If they wanted her to build more crit, a bit more base AD would definitely help.

On hit is a lot stronger than AD per auto attack in general, except with her newly improved AD scalings I'm not sure which would actually be better in game. Except... early game, onhit is weaker. That isn't really a bad thing, I mean onhit builds have always scaled hard, but as crit is THE hardest scaling stat in the game... her onhit should be more early-midgame focused. I like the idea of Q applying onhit - it's animation should also speed up with attack speed, so she has better mobility (to compensate for shit range) and so that the auto attack reset isn't completely wasted after early game.

That being said, attack range on passive marks! That's gonna be hell to play against, especially if Kindred is still buying Frozen Mallet (I think she will, she's very kite based but lacks hard CC to do it super effectively, and she's squishy without it). I would be very careful with that...

68071904DEL13 votes

RITO PLEASE

Yorick

A rework is when you change a champion in a way that makes them more fun and exciting. there is nothing fun or exciting about the added "attack range"

lets be real for a second. I realize that maybe in high elo players felt like kindred was oppressive? Did Hashinshin cry that much about it that you decide to "rework" her? I feel like completely gutting her kit was wrong bc you took all of the fun out of even playing kindred.

Remember when Kled had an insane range on his ult? Dial it back. You did that. Remember when Kled did too much %health dmg? DIal it back. You did that.

Why couldnt Kindred be dialed back if she was oppressive in a certain way. What you have done is take the essence of a champion and erase them from league.

I have a friend who is a Kindred one trick and they cant even begin to think about viably playing them in ranked because of the nerf.

PLEASE RITO, revert the Kindred back to the original kit and dial back numbers as necessary. Save your "reworks" for new and exciting changes that make a champion more fun to play.

We all agree that when a champion is not balanced it is oppressive. Maybe Riven needs a rework????? There are far more Riven one tricks in Challenger than any other champion if i had to take a wild guess.

Well hopefully there is a listening ear for those of us who want to have fun playing league. Fun is the name of the game.

Darth Yorick Yorick item 3078 item 3074 item 3026 item 3072item 3065 item 3156 item 2140 GG

Lambtail2 votes

I completely agree with this. As a Kindred one trick, I gotta say these changes make it hard to even want to play her anymore. The inconsistent pressure isn't the play style I spent over a year practicing and adapting for and it doesn't feel right to boot up Farming Simulator 2k17 until 40 minutes and I couldn't even do THAT right because I have no damage for it anyway, and even then I still get easily shut down. The lack of early game was perfectly fine with me, I took that time to counter-jungle or snag marks, or catch out the enemy jungler for FB until I could get my first back, or throw in a gank in there if I had the opportunity. Mid game is where Kindred has the option to snowball with her marks if they had any. More options to gank, more options to catch out easy prey to punish, do dragon alone while the enemy jungler is top lane, but there is none of that anymore. Deep down inside, the Kindred main in me always enjoyed the percent health mark system due to how rewarding it was regardless of how hard it was to get there but I have to say I like the changes, just not how much they give. The outcome to doing well and being rewarded with a massive power spike because I played right was the best feeling. Currently with these changes there isn't any of that. Marks, I feel, should be still relevant to Kindred as a whole. Kindred players should WANT to go for marks because it gives rewards, rather than putting it off because the reward for risking to get them wasn't worth it. I never really felt like I was behind with barely any marks anyway, but now I can definitely feel that with the little benefits I'd get from only 4 marks, then 8 would still not give much. The attack range feels good but it doesn't scale very much at the cost of pitiful rewards everywhere else in their kit for getting over 12 marks which would have resulted in an easy comeback or early win before the changes, but in the hands of an experienced Kindred player. That's not all either, Q feels weaker, and I feel sluggish without the attack speed regardless of the AS steroid it gives you for using it, since I'm forced to build like Graves' and Yi's love child. You can't build crit chance anymore due to how little items have flat damage and crit, so Wolf's execute threshold is irrelevant because you'd have no damage to reach said threshold or to even follow up due to using it as an engage. I agree that the change idea was a good one but it only came out feeling weaker than before. I want to say giving Kindred an actual AD base stat would be great since it wouldn't require percent health being their entire gimmick but I also want to say investing that same mechanic back in for a loss of some other changes like the Q steroid or E execute would be ideal, but I could be wrong.

K0SMOS2 votes

Definitely agree have to agree with you the e just does not feel right with it as an execute and a initiation Kindred definitely has to be focused on one of those thematic. Especially now they feel more ad than as oriented and the new q complements that. In my play through I definitely feel more ad towards the start is better than as.

69944531DEL12 votes

Yea I agree with the OP kek

Chembaron Yamada2 votes

You want Kindreds W to ignore terrain entirely (so it can go over any wall) and give vision on every enemy in the entire zone... and you call that "not a power change, just a QOL change"?

Information is really important in this game, such a scouting tool will indeed be powerful.

Tormentula3 votes

Would giving kindred a scouting tool really make or break them? I was talking about referred mainly to wolf bugging out on terrain because he can't get targets through it (picture the occasional time where he'll bug on inhib and stop killing minions near it). Additionally, it DOES grant vision for scouting, but it will provide vision around certain objects. Ex. wolf can reveal his entire area in the river, but if an enemy is literally in that bush he won't even see it, not fully revealing who's there and making the tool seem more deceiving then helpful in that scenario.

While I never thought of using wolf as a scouting tool, that actually does sound like something kindred needs, since their number 1 cause of death is blindly walking into areas for marks they needed.

A lot of junglers have a scouting tool, i don't see why kindred, the champion who has to go into specific areas will the enemy will likely be (mark race) could break one. Graves Elise LeeSin JarvanIV RekSai Shaco

Wölf2 votes

My suggestions: Buff base movespeed, give better bonuses for marks or buff AD ratios even more, they just aren't very impactful, sure the range is nice, but Kindred is really item reliant now, and being item reliant when your AD ratios just frankly suck isn't a good thing at all. I personally think being able to cast W over walls is very gimmicky, and you were able to do it before. If it was my choice I would completely start over, revert the changes, give Kindred better base stats and a version of Hunter's vigor, except it gives a burst of movement speed, just like Bard W, but without the heal. If more is needed, just simply buff base damages.

I'm a one trick, and I run a large Discord server of Kindred enthusiasts.

LyingOnLine1 votes

You're kind of thinking of the changes wrong. She gets attack speed and range with stacks now, so you should be building far more raw AD and crit than you should attack speed or on-hit.

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