Post 7.12 Kindred Feedback

TheMeta88·6/15/2017, 6:51:01 PM·9 votes·1,423 views

Riot reworked Kindred making them a burst oriented critical strike marksmen jungle instead of the sustained DPS on-hit champion they were before. However, the designers overlooked the champions under-tuned base stats. Many of Kindred’s base offensive stats were under-tuned due to their on-hit damage. Changing their damage source with little to no compensation turned Kindred from a serviceable early game threat into a farm dependent champion who avoids the enemy jungler like the plague. Their win-rate dropped from between 50 and 51% to between 42 and 44%. This all happened within a 24-hour time frame so sample size is important. Their win-rate averaged out to about <45% over the next two weeks. On June 14th, they got some buffs briefly spiking their win-rate to around 47% before dropping strangely to 42% today, June 15th, although the day is young. Even the best Kindred’s, per LoLalytics, are averaging 51.12%.

Even after 7.12, Kindred needs some more buffs.

The following are changes that should be micro-patched into the game in the next few days.

7.12 Mid-Patch Update

Base Stats

  • Attack Damage Growth: 2.26 ⇒ 2.35

  • Attack Delay/Attack Speed Offset: 0 ⇒ -0.05

  • Movement Speed: 325 ⇒ 335

Now that Kindred no longer has a two second dash for the first 10 minutes, their movement speed can be upped some for increased map mobility and more powerful early ganks.

Twitch to me is a good example of what Kindred should be able to do when viable. A burst attack speed and critical strike based marksman that melts squishies quickly. To get Kindred on that path, I’ve upped their damage growth so it ends around 97 instead of 95.

Ashe, Quinn, twitch, Varus, and Vayne, the other bow/crossbow wielding champions all have negative attack delays. These range from -0.05 for Ashe, Varus, Vayne to -0.08 in Twitch’s case. Kindred’s is 0. Their negative delays make their basic attacks more responsive than Kindred’s. It also gives them higher level one base attack speed than Kindred. Kindred's is 0.625 while Twitch's is 0.679. In Twitch’s case, I can easily understand why he has high attack speed for his passive. But less so for Ashe, Quinn, and Varus. I can understand not giving Kindred an overabundance of attack speed when they did % health with each auto attack. But now they can afford to be made consistent with the other bow wielding champions. It’s also worth mentioning Kindred was released at a time in which devourer dealt damage and on-hits twice every fourth auto attack for ranged champions.

I really want to see these changes implemented and tested over the weekend on the PBE and live servers and then go from there when considering the following changes I want to discuss.

Test on PBE for 7.13

Passive

  • Wolf Marks: Wolf Marked camps are highlighted on the minimap to both teams ⇒ Kindred and Kindred’s team see Wolf Marked camps highlighted on the minimap. Marked monsters have Kindred’s mark above them always. If the monster is in vision, the enemy team see’s the mark and it is then marked on their minimap.

  • Critical Strike Mark Bonus: Every four marks give Kindred 10% critical strike chance.

Q

  • Damage: 55/75/95/115/135 + (0.65 x bonus attack damage) ⇒ 10/15/20/25/30 + (0.9/0.95/1.0/1.1/ x total attack damage) + on-hit effects and can critically strike.

  • Attack Speed: 10% + (5% per mark) ⇒ 20% + (2.5% per mark)

  • Dash Range: 340 ⇒ 425

  • Dash Speed: 500 ⇒ 700?

W

  • Damage: 25/30/40/45 + (0.2 bonus attack damage) + (1.5%+ (0.5% per mark) of the target’s current health as magic damage ⇒ Every bite applies a one second damage over time dealing 1.25% (+ 0.75% for first four marks and + 0.5% per mark after) of the targets MAXIMUM health as TRUE damage. Bites refresh the DoT.

  • Effect Radius: 800 ⇒ 900

  • Wolf Movement Speed: 1400 ⇒ 1800

  • Casting: Wolf dashes to the target location ⇒ Wolf blinks to the target location

With Kindred’s new E synergy with critical strikes, I believe good Kindred’s should be rewarded for claiming marks with some bonus critical strike chance. I expect Kindred will build 70% critical chance through items and this passive change could bump them up for some sick damage. As a balance lever, could be lowered to 5% per four marks.

The Mark changes are Kindred player skill impartial. I could however see these changes severely impacting normal queue, Gold, and lower MMRs of team’s opposing Kindred. This changes requires players to have the game wisdom and knowledge, one of Kindred to an extent, and two to know where to ward jungle entrances and their own jungles.

Q looks like a lot of scary all at once changes so let’s break it down. Right now, at level one Kindred is likely going to have 68 attack damage. With Hunter’s Machete and the bonus five damage from masteries, Kindred basic attacks premitigation deal 98 damage to monsters. In 7.12 their Q premitigation deals 100.95 damage to monsters at champion level 2 ability level 1. 7.13 Q at champion level 2 and ability level 1 would deal 103.62 premitigation damage to monsters. It’s a 1% damage dealt buff early game that now scale's better into the late game.

The Q attack speed changes give them a steroid much more consistent with almost any other attack speed steroid in the game but gives up some ratio to compensate. IF THIS CHANGE DOES NO GO THROUGH please improve their attack delay to -0.08, -0.09, or -0.1.

Dash range and speed changes, I hope, would put them in the Lucian and Graves tier of mobility. To be fair, theirs’ are on longer cooldowns so perhaps Kindred’s range could be tuned to 400 instead of 425 but 340 isn’t cutting it. These changes in conjunction with the attack speed changes, might make Kindred a viable bot laner.

W changes give Kindred a larger area to play around in, make the ability more responsive, and make Wolf harder to avoid and more consistently apply damage. The damage dealt goes up in some circumstances and down in others. But it does at level 1 give Kindred a consistent 12% of the target’s maximum health as damage regardless of health value or resistances. And it does that over 9.5 seconds.

These are the changes I feel very strongly about right now. In the future, if even needed, perhaps E’s third strike could ignore a % of the target’s armor.

P.S.

This is essentially me throwing ideas at the wall. I feel strongly about these ideas, but stronger for some than others. It's up to Riot's discretion to include certain things or not.

For me just now I could easily see ditching critical strike chance per marks, the Q dash and speed changes, and W effect radius and then go from there.

5 Comments

Nightingales Sky6/15/2017, 6:57:24 PM2 votes

I love this. Why aren't you on the balancing team for Riot. I love kindred but dropped her due to her poor dueling skills and her poor sustain.

Seto Ka1ba6/15/2017, 7:09:50 PM2 votes

Really well put post. You really did your research and displayed it well.

ZapMyHeart6/15/2017, 7:53:33 PM2 votes

I feel that they need to put some of that AA range bonus from the first 4 stacks into her base stats. At 500 range, she's on par with Lucian, but doesn't have a longer dash, making her more susceptible to getting locked down. It makes her pretty weak to duel and need to rely heavily on getting her first 4 marks to even be somewhat safer.

Ex. Move 25 range and make the first 4 stacks grant +50. Other could be move 50 range and make all stacks be consistent at +25 range.

However, I do like that crit passive change instead, seeing that they are making her more crit-reliant.

Gathering stacks should be more of a mini-game, rather than a huge restrictive hold like it does on the current kit. Shifting some power from the passive back to her kit might be the way to go.

Jansports6/15/2017, 9:41:58 PM2 votes

Kindred has entered a space where They are at odds against "Concept" and "Reality" In both the original rework material and the immediate need for buffs Riot expresses that Kindred is supposed to be a Marksmen that jungles, that was part of her original intent, and not a Jungler who happens to be a Marksmen (graves is a jungler who's a Marksmen) On hit Kin died, and with it their niche as a solid tank-busting hyper-scaling threat during the Health = tank era.

At these crossroads Kindred is being asked to Itemize as a class that is so bad early game they've been given a babysitter (because if they make it out ahead somehow they scale like abominations from deep space) The Bot lane, even compared to a Jungler doing well, will virtually always be ahead in income. 402 Gold per Minute for Marksmen in bot lane, Vs. 356 for Junglers with greatly better gank potential or power farm than Kindred (That is too say the entire top 15 jungle roster who outperform Kindred and making just short of 50g less Per minute, Add the pricetag of the Jungle Knife and Kindred is behind an Entire BF sword Before a team can surrender at 15.

This isn't even Addressing the Current Meta issues of Hyper-focus on Early game pressure that is the reality of the Jungle. Farming the Jg. is plain inefficient, and Cs per minute Drops as junglers climb from Bronze up (Though from Plat to Challenger Cs stays pretty constant and disparity in income generally comes entirely on the back of Successful Objective control, a macro game understanding that deepens from Plat to Challenger) This cruel world where Gromp eventually get's killed, and Junglers are tasked with having as much presence as possible with the second least farm, ahead of only supports, Is the Truth of the jungle. Even so-called "Carry jungles" in the LCS typically have Third place income in games where they personally took kills and "got fed". And the only way in which they get there is by ganking early and often, usually with just jungle stats for the first ~8 minutes

AdanYEva6/15/2017, 7:02:25 PM1 votes

kindred is the worst fucking champion in the game, i have a 0% win-ratio with her after 5 games, enough is enough