Thoughts and Discussion: Kindred

Stacona·4/27/2017, 2:03:04 AM·2 votes·545 views

I feel like Kindred was created to forcefully be a jungle marksman rather than naturally go there like how NEW Graves and Quinn can naturally be jungle marksmen. Don't take this in way of me saying to remove Kindred as a jungler completely, but rather I prefer to make Kindred to work as a bottom lane marksman and if she can jungle then she can jungle in a healthy fashion and if not then at least she can be played bottom lane.

For Kindred's design they are not really a duo-champion and instead you get a female named Lamb and her +1, I feel like with small changes we can fix this and really make Kindred feel like a duo-champion and have Wolf a part of the kit in a meaningful way.

As far as the bounty hunter theme goes. This is very hard to balance within League because currently it makes Kindred EXTREMELY feast or famine, the infinite stacking aspect obviously can be balanced, but it is the way you acquire the stacks is what makes it so hard to balance - so less feast when ahead and less famine when behind is something Kindred drastically needs (you see Kindred stomping games a lot less and when behind Kindred won't be a dead weight to the team).

A good example for a roaming passive done right is Bard's passive, it has infinite scaling and is very chill and fun to collect the chimes, but it is not dominant and does not make Bard feast or famine. So obviously we definitely will not copy over Bard's passive, but to make a roaming marksman work out (because a jungle marksman is a roaming marksman) we would need something along the same lines; of course if we were to keep Kindred's bounty hunter aspect intact then they need something to hunt champions as well. So basically: ~ Have a type of mini-game that encourages Kindred to roam and gain benefits from it that is not feast or famine ~ If we are truly committed to the bounty hunter aspect then some kind of marking system on champions need to be left somewhere in the kit; bounty hunter is a dangerous line to cross since it is so hard to balance to not be too snowbally or too useless without the successful bounty kill

The nail in the coffin for jungle Kindred not being allowed to be a thing is because she simply will be a natural hyper marksman unless we delete Wolf from the game, the insane amount of sustain damage will always be there as long as Wolf has some kind of relevancy to the kit, so to balance out a hyper marksman you need to give them weak early games. Junglers typically don't do well when they have weak early games since they need to apply early game pressure, the only way would give them some kind of strong ganking utility to off-set their low early game damage - or force them to function with an ally all the time (minus when fighting minions/monsters) removing her ability to duel completely giving her a point of weakness and this way she can have strong ganking utility (this also means she be strong in the duo-lane as well as a bottom laner).

Making Kindred team-reliant could play into her "kind/gentle-murderer" theme she is suppose to have, which is really only apparent in her ultimate currently. This is a point of balance and to be fair marksmen were never designed to be solo-carries, but carries when they have their team protecting them and/or helping them out, so this may be a good place for Kindred to go to - but unless she is the current bottom laner, rather than Kindred having a set support her support will be her laners as jungle Kindred.


Basic Attack Range: 575 units [from 500; I want to move Kindred more towards a late game basic attacking marksman and attacking alongside Wolf, not much of a difference to how she is now, just removing burst from Kindred's kit however] Lamb and Wolf's Attack Speed: 0.675 +2.5% per level [from 0.625 +2.5% per level] and 0.675 +2.5% per level [from 0.750 +1.25% per level; Wolf will now scale with 100% of bonus attack speed rather than 50% of the attack speed Lamb gets]

REMINDER: Takedowns are champions, epic monsters, and structures.


Wolf's Frenzy (Passive): Radius: 575 units Wolf always follows Lamb and freely attacks the closest enemy to her or prioritizing enemies that she recently basic attacked, dealing 20% damage which can critically strike. Wolf deals 100% damage against monsters.

Wolf will have the urge to visit certain locations on the map within jungle or river locations, while in the area he will roam free separate of Kindred to hunt out treasures:

If Wolf finds Meat then Kindred restores 15% of their base health and mana. If Wolf finds a Coin then Kindred gains somewhere between 10 to 40 bonus gold, always high gold gains if found in the enemy jungle.

Wolf's attacks cannot execute large monsters and instead can drop their health to 1, if this occurs then instead of Lamb firing off an arrow for her next basic attack to finish it off, mercy is shown setting the monster free and as thanks both Meat and a Coin are left behind.

Dance of Arrows (Q): Cooldown: 9 seconds; Cost: 30 mana; Range: 350 / 575 units Passive: Wolf's attacks reduce Dance of Arrows' cooldown by 1/1.75/2.5/3.25/4 seconds.

Active: Lamb hops to the target location and sending off up to 3 arrows to nearby enemies upon landing dealing 20/30/40/50/60(+100%AD) physical damage.

Mark of the Kindred (W): Cooldown: 90/75/60/45/30 seconds; Range: Global Passive: Lamb's or Wolf's attacks mark enemies for 2 seconds, both will double the effect. Allied champion damage will consume this mark and slow the target down by 20/25/30/35/40% for 2 seconds. Can occur against the same target once every 8/7/6/5/4 seconds.

Active: After 8 seconds, Kindred applies Mark of the Kindred indefinitely against the target takedown until a new Mark of the Kindred is formed or Kindred collects the bounty. Can only receive Mark of the Kindred from the same target once every 180 seconds.

Kills or assists from Mark of the Kindred permanently increases Wolf's damage by +5% for non-monsters.

Marks of the Kindred Collected: X

Mounting Dread (E): Cooldown: 9/8/7/6/5 seconds; Cost: 50/60/70/80/90 mana; Range: 900 units Passive: Lamb moves 10/12.5/15/17.5/20% faster when moving towards Wolf.

Active: Lamb commands Wolf to leap in the target direction and attaching himself to the first enemy struck for the next 1.5 seconds, Wolf cannot attack during this time. Lamb's next basic attack against the target is instead a command to get Wolf to chomp down on the target to deal 90% damage plus 8% of the target's maximum health (max 300 vs monsters) as physical damage which can critically strike, but...

Lamb can choose to show mercy to the target and after 1.5 seconds Wolf returns to Lamb and heals Kindred for 40/70/100/130/160(+70%AP) health plus 10 per Mark of the Kindred.

Lamb's Respite (R): Cooldown: 160/130/100 seconds; Cost: 100 mana; Range: 500 units Lamb blesses the ground under herself for the next 4 seconds. All units, ally or enemy, inside the area with 10% or less health cannot receive damage or healing. At the end of the duration all units that remained inside the area are healed for 200/250/300 health.


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