Kindred [Gameplay Rework]
The main goal of this gameplay update is that Kindreds thematic gets better reflected in their gameplay. Because I think that the duality of Kindred and their "death theme" aren´t really reflected in their current gameplay -> the lamb is the central part while the wolf plays a small role in it and saving others from death and healing them afterwards don´t really fit to the grim reaper theme.
So my goals for this update is to involve the wolf more in the abilities while lamb shouldn´t be neglected in favor of the wolf. To achieve this goal I gave Kindred abilities in which the wolf has more impact and is more active than in their current gameplay. The lamb has to give her impact away in favor of the wolf but hopefully won´t get to short (she is still responsible for autoattacking targets and has besides that an impactful mobility skill).
The other goal is achieved rather easily by giving them a new ult which fits more their theme of the grim reaper.
However this should only be a suggestion and something to think about. So please stay constructive with your criticism and sorry for eventual language/grammar errors.
General Information: The wolf and the lamb can both be autoattacked and hit by skillshots.
Passive: Kindred sustain themselves through the death of bigger monsters (excluding epic monsters and scuttler). After killing a bigger monster Kindred gain x health back.
Animations: The lamb and the wolf are taking turns at ending the life of the bigger monsters. The lamb shoots his arrow in the heart/forehead of the monster while the wolf rips up their faces. (in the sense of gameplay the monsters are already dead/ unable to attack) Wolf/Lamb is invulnerable during the animation but their counterpart is still vulnerable.
The part of Kindred which isn´t stuck in the animation is able to continue moving around and autoattacking targets but not to cast abilities. If they are a certain range away from each other the animation gets canceled and the part stuck in the animation teleports to the actual location of Kindred (the passive isn´t set on cooldown).
Q: The wolf snaps forward (skillshot) rooting the first enemy it hit for x seconds. If the enemy uses any mobility spell (movement speed boost, dash, flash, ok maybe not tp or backcall :D that would be weird and broken) the wolf redirects the skillshot in the direction to the new position of the enemy champ (the one who used any mobility spell first). If he catches the enemy champion the wolf will drag the target back to the position he escaped from.
The wolf deals x physical damage to his target.
The skillshot is a straight line during traveling but it checks in a circle around the projectile if someone used any mobility spell.
W: The lamb hops to the targeted location. This ability has 3 charges after casting it. But she can gain additional charges if Kindred help to kill enemy champions.
Doesn´t deal any damage.
E: The wolf patrols behind the target. If the targeted enemy champion goes through his path he snatches after it dealing x% of its missing health as physical damage and slowing it for x%.
R: The wolf charges for a run (similar how Sion charges when ulting, but only that the wolf is easier to navigate through curves and smaller paths). After recasting the ultimate the wolf makes a leap forward and executes the target if it is below x% health (suggestion below 30-25% health). Otherwise the wolf deals x physical damage to his target. The wolf can´t be focused by towers but other units can focus and damage him. The wolf is also immune to crowd control.
Enemies below x% health have the typical "Kindred mark" above their head showing that they´re at danger.
(The lamb either rides on the wolfs back or disappears during the charge and reappears later where the wolf is.)