@Riot Does Kindred's ult fit with their lore and are there any plans to change it?
While it can be very useful at times for a squishy champion & for tower diving without the worry of dying, the concept of the ult just doesn't seem too fitting for the twin entities of Death since it is the ability to prevent death after all. It is probably the most hit and miss ult in the game also since in a teamfight it gives no advantage to the team with the Kindred so there's always the problem that "If I ult I can potentially save the entire enemy team and lose the game for us" so many times it's either ult and win/lose the game or don't and play as a character without an R. Possible changes could be that** enemies that take advantage of the ult take a percentage of damage as bonus true damage for a short while after the R ends**, carrying a "curse for cheating death" kind of theme to it or the threshold for ally health while in the circle could go 10%/15%/20% or 10%/17.5%/25%. If a rework of the R all together is best then it would make sense for it to either revolve around execution and focused on helping Kindred hunt their prey. An idea for the R rework could be that** if a champion falls below 20% then Kindred deems them ready for death, giving Kindred True Sight of the target equal to Kindred's auto range + 50/75/100 and autos would deal missing health damage equal to .5 x # of marks so 6 marks equals 3% missing health damage but if the target is marked then the missing health damage is doubled** and the active could just double the stats like 40% health would deem them ready for death and damage equal to 1 x # of marks & doubling the range of the true sight for around 10 seconds, leveling it would decrease cooldown and increase the true sight range. This keeps with their theme of hunting the dying and gives them an ult that doesn't have a chance of saving the enemy team. Just some ideas on how to possibly make them more enjoyable and interactive, thanks for reading :) 