Kindred - True Duo-Marksman - Rework Concept
This is mainly what I like to see out of Kindred, but I will give over some points I will somewhat follow for this concept and most importantly this will be a proper duo-champion concept where Wolf plays a lot more important role in the mix.
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First off, make a duo-marksman, though Wolf is technically melee, but since he is unkillable he fulfills the same power. So what I am going to do is split their damage in half and then add a little more oomph to their attacks so that on their own, playing separately and not working with A.I. Wolf, is very lackluster while making them worth picking and rewarding when you play them well and Lamb and Wolf are in perfect synergy.
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Second off, remove the forced jungle marksman and bounty hunter aspect. If they can jungle, then they can jungle, but this concept will be about having them as a normal bottom lane marksman and is not going to worry about whether they can jungle or not. I want where they are played in to be very natural and not forced. Also since they should be a duo-marksman, they will naturally scale very well since you have two attackers (even as each character being half a champion, roughly, in power). Which having a powerful scaling marksman and a jungler is impossible to have in the game and be useful and not overpowered since junglers need their early game power, or have no jungle presence.
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Some bounty hunter elements can be in play, but the way I would do it is teaching the player basic things marksmen should be doing. For example, killing/damaging the tankiest champion, taking out structures, and slaying epic monsters and be properly rewarded for such tasks. Also a bounty hunter takes out powerful things, right now Kindred is rewarded for killing the weakest targets which is the opposite of what a bounty hunter is hired to do.
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Teaching the player. Following up on the last point, another thing new players and noob players have in common is diving the enemy backline as the marksman, this is incorrect play. So since this concept will involve having an A.I. Wolf companion, we can teach the player that you are supposed to hit the closest thing to you and with a new bounty hunter mechanic that makes better sense for a marksman to have, also rewards the player for hitting the enemy frontline. I like it when games teach you things in them through gameplay rather than through reading a tutorial tip, and something like this will go along those lines.
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Another follow up, Lamb does missing health damage while Wolf does current health damage (flat for sure, undecided with percentage health). This means the player is the only that needs to execute targets since Wolf cannot, but Lamb (the player controlled character) is reliant on Wolf to deal damage otherwise Lamb cannot deal any. This helps the player to actively kill their target and not have the A.I. Wolf do all of the work and helps with executes, aka minion last hitting, since you just deal more damage in that range and innately helps new and noob players learn to last hit with some extra gimme room.
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Finally, I want Kindred to feel more of an utility marksman, this would help with supporting a jungle position without early game oppression as well. So I am going to take away the invincibility of her ultimate and turn it into a normal area heal, massively reducing its cooldown in the process, and a way to amp the heal by doing marksman things while in the zone (it is a burst heal on either a recast or end of duration). It gains an ability power ratio as well since no scaling does not make sense and since it only heals here it will be ally only and no more enemy healing. So like Ashe who gets a global stun intiation tool, Kindred will have a powerful area heal instead, offering something more than just damage and the duo-marksman concept to why they get played that stands out in the marksman role (and a little more than that, but the big area heal will be the standout since it is their ultimate ability).
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And of course I want Kindred to be fun to play as, not frustrating to go against, and offer skill expression on their abilities so they are more interesting and keeps the player engaged for a lot more games figuring out all of the different scenarios they can use their abilities in. Of course, to restate, I do want teaching mechanics in their kits to help the player learn the purpose of a marksman better; Ashe is a good introductory teaching marksman, but this Kindred concept post will offer different teaching tools as well (it is a natural fit for their concept, which is why I am doing it to them, plus A.I. Wolf is easy to use for everyone).
Lamb's Stats:
Attack Range: 575 units Attack Speed: 0.694 +3% per level Movement: 330 units per second
Wolf's Stats:
Attack Range: 125 units Attack Speed: 0.725 +3% per level (obviously bonus attack speed is shared) Movement: 365 units per second (increases with Lamb's movement speed increases) Attack Damage: Same as Lamb's attack damage value
The Kindred (Passive):
Lamb and Wolf are two halves of a whole, being opposite to each and completing each other. Lamb deals up to 120% damage based on the target's missing health as physical damage and Wolf deals up to 120% damage based on the target's current health as magical damage.
Wolf is always active and remains near Lamb, staying within 575 range to her and attacking the closest enemy to him, prioritizing an epic monster then enemy champions. Wolf will only attack nearby minions and monsters if Lamb already attacked one.
Dance of Arrows (Q):
Cooldown: 9 seconds; Cost: 35 mana; Range: 325 / 575 units
Lamb does a flip to the target location and fires out up to 3 arrows to 3 nearby enemies, each dealing 10/20/30/40/50(+15%AD) bonus physical damage regardless of health threshold. These arrows count as Lamb's basic attacks and follow all of the same rules.
Struck enemies are marked for up to 1.5 seconds. If Wolf attacks a marked enemy, then the marks are consumed and Dance of Arrows' cooldown is reduced to 4/3.5/3/2.5/2 seconds.
Mark of the Kindred (W):
Passive: Lamb does 2/2.5/3/3.5/4%(+2.5% per 100AP) bonus missing health as physical damage and Wolf does 2/2.5/3/3.5/4%(+2.5% per 100AP) bonus current health as magical damage toward the two enemy champions with the highest maximum health. If Lamb and Wolf can attack the same target within 0.25 second of each other, then they deal a combined 1.8/2.1/2.4/2.7/3%(+1.5% per 100AP) bonus max health as true damage instead.
Every Mark of the Kindred acquired permanently increases these percentage damages by +0.5% and +0.3% respectively.
Minions and monsters are dealt a maximum of 20 times the bonus damage values as flat damage, same damage type.
Passive: The enemy champion with the highest total gold for their team grants Kindred 180/210/240/270/300 bonus gold for acquiring a kill or assist against them and a Mark of the Kindred. All champions are aware of who this target is and is marked accordingly.
Additionally, gaining a kill or assist against the two highest maximum health enemy champions, epic monsters, or enemy structures will also grant Kindred a Mark of the Kindred. Two Marks of the Kindred if the champion is also their gold leader.
Mounted Dread (E):
Cooldown: 12/11/10/9/8 seconds; Cost: 40/55/70/85/100 mana; Range: 1000 units
Wolf jumps into Lamb's bow, Lamb fires Wolf as an arrow in the target direction, stopping at the first enemy in his path and slowing it down by 30/40/50/60/70% for 2 seconds and dealing 30/80/130/180/230(+50%AD) bonus magical damage regardless of health threshold. This attack counts as Wolf's basic attack and follows all of the same rules.
If Wolf is outside of his range from Lamb when he comes to a stop, then he will snap back to either the closest enemy's location within her range or to Lamb's location. Otherwise, he will attack the enemy he stopped on until they move out of his territory.
Lamb's Respite (R):
Cooldown: 30/22.5/15 seconds; Cost: 100 mana; Radius: 600 units
Lamb blesses the ground at her feet for the next 5 seconds, during this time, Lamb and all allies within gain 15/20/25%(+5% per 100AP) increased healing.
After 5 seconds or upon reactivation, the blessed ground will collapse, healing Lamb and all allies within the zone for 150/225/300(+60%AP) health. Wolf's basic attacks toward enemy champions or epic monsters while Lamb is inside the blessed ground increases the healing by 10%, up to a total of 300/450/600(+120%AP) health.