Kindred buff proposals

Bârd··2 votes·186 views

P (new) Running Won't Help: If Kindred's basic attack target strays out of Lamb's base attack range (500), the arrow will fade out of being and wolf will leap at the target instead. Wolf deals 0.5 bonus physical damage per unit of distance past 500 between the unit and Kindred when the attack connects. If the unit uses a teleportation effect (TP, Recall, Abyssal Voyage, Stand United, etc) while the attack is mid-flight, the attack will miss.

Kindred's new range steroid is cool, but the change made her lose her damage. This gives them a massive increase in their damage output when combined with RFC and their passive range increase. It's important to note that while you won't get any cross-map kills by having an attack follow them, you CAN use it to nuke the shit out of them by timing an attack to follow them through a lantern or mobility spell.

W (new?): Kindred gains stacks of vigor by moving. At 100, their next basic attack will heal them for 40-90 HP**

Would you look at that; Kindred is suddenly playable in lanes.

E Slow lowered to 20% from 50% Third attack damage lowered to 30/40/50/60/70 (+6% missing HP (+1% per mark)) from 60/80/100/120/140 (+8% missing HP (+1% per mark)) Now deals 30/40/50/60/70 (+6% current HP (+1% per mark)) physical damage on application. Each attack on the marked target increases the slow by 10% and refreshes it.

Kindred is decent at finishing people off, but utter garbage at getting them to that point, since her flat damage is low and her % damage is all missing HP. Trying to 100-0 someone as Kindred is like trying to do so as Elise while solely using Spider form. This gives her the tools she needs to actually get her target low enough for Wolf to finish off.

R Cast range increased to 200 from 0.

It just doesn't make sense that, if you are going to give Kindred lots of range, that you would force her to walk right up to a fight to get value out of her ultimate. This still doesn't let her make people unkillable from a mile away, but 200 range is significant for positioning, especially when you are as squishy as Kindred.

2 Comments

PopcornBunni1 votes

The E would be a welcome change. It always feels like shit when you land a skill with a fairly lengthy cooldown and it ends up having absolutely no effect in at least some number of situations.

I was just thinking of this in particular last game as Lamb, and thought it would be nice if each hit of an E'd enemy dealt some extra damage, with a big chuck applied with the final hit. Whether that damage comes from the application of E or from hits leading up to the final, it definitely feels like it should be there to make the ability feel more satisfying to use.

W could also stand to be more satisfying and controlled, even after the addition of directing it's starting point. Some ideas off the cuff: Wolf's attack speed increases when attacking a Marked target. Pressing W again directs Wolf to attack the target over the courser rather than Wolf targeting Lamb's attack target automatically. W's range increases with Mark threshold. Any one or all of these would add to the effect of controlling two characters in one. Right now, especially with Wolf's targeting system, it feels more like Wolf is a mindless drone rather than half of a conscientious being.

R should scale with AP, not for the purpose of making an AP or hybrid Kindred, but just because it's a magic healing circle that for some reason doesn't increase in effect with more magic power. Even 10-20 AP would be enough just to provide that little bit of variance and potential for niche builds going into the future.

The Leo Cat1 votes

It's because R is a clutch ult. The flat healing makes it so suddenly a fight can go either way.

More from Gameplay

More by Bârd