My thoughts on Kindred (Long Boi Edition)
Notice: I am not a Kindred Main, I am unranked (B/C I play the game casually), that being said I do have some experience playing them. I'm just writing my thoughts on the character(s?) for others to see and discuss
Kindred, the Eternal Hunters, Role: Jungle, ADC, and Top lane if you're a memelord from the spicy realm of Tabasco Headquarters. Introduced into the game in 2015 as a ranged, single target, carry for the jungle, armed with an ultimate that the community can't decide if it's busted or useless. Out of all the champions in League, Kindred has always been in a weird place for me. On one hand, they are fun to play, on the other they have a lot of weaknesses. So I'm going to breakdown what I like about the Eternal Hunters, what I dislike, and how I'd like to see things change.
First off lets start with; https://media.tenor.com/images/685db5af1a95516cf29da2fc6db049de/tenor.gif
- The Theme: Perfect, the twin and opposite embodiment of death, that dance across the rift forever hunting the souls of the damned and doomed. I love how Lamb and Wolf interact with each other, how Wolf will pose some nigh-unanswerable question, and Lamb will answer correctly without giving it any thought. How Lamb is both annoyed by and thankful of Wolf's ferocity. And how Wolf can find Lambs poise and grace as both a hindrance and a help.
- The Voice: The two voice actors on Kindred are amazing, like if I die I'd want Lamb and Wolf to read off my list of life achievements (Maybe Lamb doing the good and Wolf the bad?)
- The Gameplay: Generally unique, I mean we've had a few ranged champions go into the jungle (
and most recently
) but out of all of these Kindred makes ranged jungling exciting, hunting down certain camps for your passive, dancing around camps would couldn't hope to keep up. Waiting for enemie champs to push just a little to far up so you can break out of a nearby bush and start the hunt with your laner. All fantastic.
Now lets talk about the https://vallieegirl67.files.wordpress.com/2013/06/original11.gif?w=560
- Strange Powerspikes: Every champ in the game has a "power spike" a time in which after they get a certain item(s) or unlock a certain ability they can start to really preform. For
its when she hits lv 6 and gets her gunblade, for
its when she can get 1 or 2 tank items under her belt, and for
its when you hit the lock in button (JK JK). But for Kindred things get weird. Is it when they get their first items so they can clear better? Is it when they get some passive stacks and can fight from farther ranges? Is it when they get a
so they can slow down their foes? Is it when they hit full build? Right now Kindred doesn't really have a defined time when they are "good" if that makes sense. - Builds: Never mind power spikes, how the heck to you build Kindred? Due to the strange role she fills as a ranged, single target jungler, building Kindred can be difficult. Do you go full damage with items like
and
and hope your passive stacks can compensate for your lack of attack speed? Do you go on-hit with items like
and
and hope your overwhelming attack speed can substitute for a lack of damage? Do you build like a bruiser with
and
? And with the recent ADC item changes, things got even worse, to the point that Riot doesn't even know how to build on them. (Seriously the recommended items tab is a mess for Kindred) - Runes: Before we even think about items what about runes? What runes are best of Kindred is always up for debate in the Kindred player-base (all 4 of us). Do you take Hail of Blades to proc you E? Electocute for the damage from your combo? Glacial Augment to catch people out? Because Kindred is so different, it feels like they have no rune they can call their own.
- The Sol Problem: In combat, Kindred shares the same problem that
has, where they have to be a certain range in order to deal damage, but if champions get any closer than that, you die. This could just be #rangedchampproblems, but its still an issue when all of the stacks and items in the world can't save you from a 1/4
jumping on your face. - Lack of sustain: On release, Kindred had a passive on her W, where moving would generate stacks up to 100 (I think) at 100 stacks her next auto would heal her for X amount, allowing her to sustain better. But this made her a little to good as an ADC so they took it away and replaced it with their W making monsters attack and move slower, so they wouldn't take as much damage. But in my experience, it wasn't enough, whenever I play Kindred I find myself out of health and mana after only clearing 3 or 4 camps.
Now that I've finished prasing and venting, I'd like to talk about what I would change.
- Make her clear a little safer. I say giver her back a slightly weaker version of her passive heal. For example make it heal less and only proc off of monsters so that ADC Kindred can't abuse it. Also keep the slowing down attack and movement on her W as well. Even with both, Kindred will still take damage during clears.
- Throw the players a bone with her marks. I have no problems with player marks being shown to the whole team, its kinda like a super arrogant sniper yelling out "YOUR ASS IS MINE" to an unsuspecting convoy before taking them all down. But it's a different story with the monster camps. Right now, monster camps are also marked, meaning that enemy junglers will be able to set up ambushes and stop you almost all the time. Threatening your enemy is fine but, what if that same sniper said "Hey guys I'm out of supplies and ammo, I'm going to restock at this location at this time, please don't jump me!!!" (Also if maybe the first 3 marks spawned in the Kindred's jungler that wouldn't be to bad either.)
- Fix up the recommended items page, because right now it's kind of a mess, as I've said before.
As of right now that's my thoughts on Kindred, I'll make sure to pay attention to this post by updating it and responding to comments. Thanks for reading!