[{quoted}](name=RUCK FICKY,realm=EUW,application-id=3ErqAdtq,discussion-id=pA5lXVvp,comment-id=00010000,timestamp=2017-06-01T23:17:38.460+0000)
Not really. I feel like the problem lies in their early/mid game pvp interactions.
The main 'issue' is the fact she isn't building some high attack speed roid with % hp shred to get her opening damage going, instead she is similar to Graves by being more along the lines of building AD to take advantage of all her 'bonus AD' scalings now, this definitely puts her in a annoying spot if she has to start jungle without a leash and her 2nd jungle stack always being the enemy's raptors does not help either.
Once she starts building up some AD items, the damage starts to show but she has a few 'very' useful tricks she can pull alot easier thanks to the Q and W and passive changes, I haven't got enough normal mode matches under my belt... BUT, the new kindred being able t throw her wolf before he marks a territory lets her use her Q alot 'easier' to help her with chasing and running away, especially after she has gotten some Q ranks stacked up for some really short Q CDs while W is active(Which also helps when she is in need of more AD items like
,
and so on).
I kind of wish Kindred got some attack speed base per rank also still but once she has gotten a few stacks in, the effect easily covers up her early game attack speed issue and lets her rush out E without needing alot of attack speed items to burst the 3rd shot in a instant as much. Plus those missing health damage bonus that increases per stack can really add up alongside the threshold bonus after she gets some crit (which once you have a I edge and Rapid fire hand cannon she can do some serious damage.
Very least it makes her feel like she synergizes with warlord's bloodlust alot better then she used to(maybe better then fervor of battle?) with how much health she can regain and how her Q can let her rush stack it fast(which i assume rapid fire hand cannon would help 'amplify' it a lot better in pacing and damage bonus coupled with crits for burst healing similar to her old W ability passive when she was released.
Throwing out wolf also has some benefits like being able to chip out some health on enemies even when they are under tower and your behind a wall, which you could even force them to run out from under it if possible and then quickly get them with Q and E to wrap them up. Sadly i feel like just like
, her weakness is actually her early game, not her mid game. She still relies on obtaining stacks and if she can't have the stats or capabilities to counter jungle super early then she ends up losing a few jungle stacks because the enemy will slurp them up before you do, Does not help that alot of common picks have retarded CC, retarded mobility or just are retardedly tankie and no proper weak points exist for them.
It makes me even feel like they need to once again 'fix up the jungle marks' so the early stacks for Kindred will be on her jungle to let her get started just to give her a helpful early ground and not be able to get screwed over right after she gets her first stack on the scuttle crab.
What i believe Kindred now needs is the enemy to be forced to attempt counter jungling Kindred early on, Not Kindred being forced to counter jungle the enemy jungler early on to get her power.
[slayer-jinx-unamused]