Simple and direct changes to Kindred
Attempting to inspire look to be taken at Kindred by being yet another person who proposes ideas. Goal is to not require any new art assets while making relatively simple changes that motivate new players and make them more enjoyable for those who already play them.
Direction 1:
Lamb is a scaling counterjungling marksman on a consistent power curve.
Base Range: Still 500
Marks: -Remove marking camps. All things must die. Gain progress towards Marks in the same way you do the Precision Legend runes. Killing enemy jungle camps worth significantly more than killing your own. Dragons/Rift/Baron and Champions always give full mark, champion mark time lowered from 8 to 6 seconds. -At 4 Marks, gain 50 range. At 8, gain 50 more. After 8 you no longer gain range and normal camps no longer give Mark Progress.
E: Mounting Dread: -No visual change, turn initial application into a skill-shot with a missile speed at least the same as your basic attacks that can still be used during Q jumps.
Looking to encourage the player by incentivizing them to efficiently mix counter-jungling with effective ganking and objective control. Trying to disincentive scenarios where you don't want to take an objective, counter-jungle or gank just yet because your mark isn't quite ready to apply. Adding reliability in the mark system, while removing reliability of E as compensation.
Direction 2:
Build by situation.
Range: 550
Marks: No longer give Range. Dragon/Rift/Baron always give mark.
W: Wolf's Frenzy: Target Range 550 Wolf's attacks right now scale with 50% of Kindred's bonus attack speed, unchanged. NEW: Additionally, Wolf gains increased Attack Speed every time he hits a target, up to 100% of Kindred's bonus attack speed.
Honestly I'm significantly less convinced on this one. The idea is to encourage you to choose your build based on your situation; if enemy is standard-to-squishy then you build crit to focus on Lamb, and you build on-hit to focus on using Wolf when the enemy is overtly tanky. Making the main counterplay to attack Kindred while W is on cooldown and/or avoid standing in W.