Dug up this gem about Kindred's rework.
I'm pretty sure that they didn't meet most of their goals with her rework.
> Increase satisfaction on Kindred's basic abilities
Sure... you made them meaningful, buuuut.... Wolf Frenzy does not make optimal use of the Current HP percentile damage due to his attack speed being 50% of Lambs -bonus- attack speed. ANNND... the problem of people being able to run out of the circle without needing to use your E to keep them from running away. For an ability that is supposed to make Kindred more dangerous in a certain area, sure as hell doesn't feel like it.
And Q being gimped horribly to suffer a cool down longer than 2 seconds inside Wolf's Territory taking away a lot of her early game dueling power.
>Increase Kindred’s ability to kite and deal damage like a marksman, particularly in the late game
I guess this was met, as you can finally kite people in the late game. Meanwhile you're dealing with the fact that you had to suffer a horrible early game.
>Current Kindred players are attached to their live play-style of snowballing and looking for smaller skirmishes to succeed. We don’t want to remove this pattern of play from them, but we are looking to exchange some power here to let them access longer range on their attacks and abilities.
Unfortunately, you did remove this when you gutted her main dueling tools. And you made it pretty underwhelming to go after the marks because her abilities just don't use them that well. If Wolf Frenzy's attack speed was 70% to 100% of Lambs bonus attack speed, the marks would definitely feel more potent on the ability. The bonus range is nice and all... but it's one of those things where you wonder why you have to spend more effort than Tristana to get that range. It'd be nice if that also increased the wolf's Frenzy range so people won't be running out of it so easily. I'd rather trade that off for on-hit effects, or resistances. Or better yet, have it interact with wolf more where Wolf will have a chance to do something useful. Either Execute a low health enemy, give true sight over an enemy or a camp, restore a portion of lambs health. What ever.
>As a jungler, Kindred needs to be a threat in the early game or they will always fail to provide a baseline amount of pressure for their team to have a fair shot at winning. With this in mind, we are aiming to keep their early game power relatively similar/slightly stronger in exchange for a weaker mid game but stronger late game.
You don screwed the pooch if that was your intention. No one respects Kindred anymore. Kindred is no longer that looming threat to players like she used to be. In fact, you made her early game far worse.