Your Thoughts on Kindred?
Only things i'd really like to see changed are Q and E. Q feels a tad slow, mainly on the delay on cast->firing animation (especially when you have a decent amount of attack speed to contrast it with). Maybe speed it up a tad? I do agree with most the damage isn't great either, but that could be adjusted once they buff Kindred's subpar base stats. Particularly AD and MS (325 -> 335 considering Lamb's 500 range). Maybe throw in low-HP % target acquisition so if you leap toward 3 full-HP minions and a near death enemy champion next to each other (who you haven't auto'd before since you just leaped toward them), it doesn't choose the minions. Doesn't need to be champion-specific just relatively smart i.e. recent target > low HP units > nearest unit. Simple.
E should be based on missing HP and used for last hits imo. No 3-hit derivativeness (with the current third hit counterintuitively taking away an auto capable of applying a vital on-hit/crit'ing - especially if enemy is at a high-HP and you've built up your passive stacks), would make more sense for it to be just one spell that slows and goes on a decently long cooldown if it doesn't kill the target but serves as a long range execute that refunds cooldown/mana if successful (and perhaps increases the missing HP% value if target is hunted). Would require the player to choose whether to use it earlier for some minor CC or later for more damage after a longer duel/skirmish opening up tactical options.
This would serve as Kindred's finisher since that vital element seems missing from their kit. I mean their passive provides the current-HP% DPS, with the other abilities providing utility, but otherwise low AD ratios (although this makes sense for it to be based on total AD as you don't get a lot of AD with armor pen which is required for/synergises with Kindred's all physical damage kit - they're not Kog/Vayne, who deal true/mixed max-HP even when their targets are low).
The gamechanger ult would typically end in a stalemate if Kindred is forced to use it in a 1v1 as they lack a decent finisher with the passive falling off hard at low-HP as explained why above. In addition, the enemy jg will probably have more responsive/low cooldown finishers and/or more effective HP at 10% due to most likely being either a tank or bruiser/assassin with potentially on-demand shields/heals and simply better armor values e.g. Jarvan/Lee/Nid/Elise/Kha/etc. This would ultimately mean the double-edged ult would favor Kindred in teamfights but most likely the enemy in 1v1s, and considering the Kindred have to risk invades/force ganks a lot to keep their passive relevant late game this could become quite the common occurrence. 'Least that's how I see it after some in-depth analysis.
R and passive are fine, maybe give W/Wolf vision considering it's zoning potential. I'm liking the fact the Kindred isn't really a poke-oriented champion but more of a low-range skirmisher with some zone control and an interesting hunt mechanic. Lastly, all good on the design/VO front (excellent banter), lore looks to be set up quite well too. Hyped.