[Champion Rework] Kindred
#Kindred, ##The Eternal Hunters
Kit:
Passive: Seavered Whole Kindred has 2 health bars, and two hit boxes. One for Lamb. One for Wolf. Lamb and Wolf each receive 65% of Kindred's total health. (this means 130% benefit from health items)
If either Lamb OR Wolf is reduced to 0 health they die; you can continue playing, at reduced capacity so long as Kindred's other half survives. After 20 seconds out of combat, If either Lamb or Wolf is dead and the other survives, the dead half will revive, at the survivors location, with 30% health and heal an additional 30% of their maximum health over 5 seconds.
So long as either Lamb or Wolf is alive, you can move around, and may use R. If Lamb is alive, you can auto-attack, and you can Q. If Wolf is alive, you can W and E.
Lamb's basic attack deals 85% of her total attack damage, OR 100% if Wolf is dead.
Q: Merciful Finish On first cast, Lamb draws back her bow and begins channeling for up to 3 seconds. While channeling Lamb gains increasing range and may not attack, but may move normally. At the end of the channel time, or on second cast, Lamb looses a skill shot dealing 10/20/40/50/60 (+50% Attack Damage) to 40/80/120/160/200 (+200% Attack Damage) physical damage to the first champion or Large Monster struck Cost: 35 Range: 400-800 Cooldown: 14/12/10/8/6
W: Savage Frenzy Passive: Killing a large monster or Champion grants Wolf stacks of Frenzy. Each stack lasts 8 minutes before fading. For each stack of Frenzy, Wolf's attacks while Savage Frenzy is active deal bonus Physical damage equal to (0.25% target's missing health), and heal Wolf for the same amount. This bonus damage (but not healing) is doubled if Lamb is dead.
Active: Wolf Dashes to the target point (cannot leap walls). On arrival, he claims an area 800 raduis around himself and begins attacking nearby foes, prioritizing as follows: * low health champions * low health monsters * nearby champions (150 of his position) * low health minions * nearby monsters * nearby minions
Wolf continues to attack in this area for 6 seconds, useing the same attack speed as Lamb. each attack deals 50/70/90/110/130 (+20% AP) Physical damage. Cost: 0 Range: 500 Cooldown: 10/9/8/7/6 (Reduced by half when Lamb is Dead)
E: Bloody End Wolf dashes to the target point (can leap walls) and takes a large bite out of the nearest enemy, dealing 75/125/175/225/275 (+70% AP) magic damage and healing for 80% of the damage dealt. Cost: 50 Range: 350 Cooldown: 7.5
R: Mark of the Kindred Global. May target allies or enemies.
If the targeted champion was a dead Lamb or Wolf they will be revived from death at 10/20/30% maximum health.
If the target is an Allied Champion, it is protected From Death healing for 160/240/320(+0.25ap)(+0.25 bAD) over 4 seconds. If the ally would killed during this time, they are instead teleported (alive) to the summoning platform, and made invulnerable to damage for 1 second.
If the target is an Enemy Champion it is marked for death, receiving 30/45/60% reduced healing and taking 80/100/120 (+40% bAD)(+55%AP) Physical Damage each second for 4 seconds.
#Goals:
- Make Lamb and Wolf equal partners in Gameplay.
- Make Lamb and Wolf's gameplay match their lore, somewhat better.
- Remove strategic issues with former Passive and Ultimate.
##Inspiration: When I started design on this, I wasn't thinking of Kindred. I switched over to making this a rework, rather than a new champion, when I realized how closely the themes lined up. I envisioned a hunter, and a "Spirit Wolf" companion. The hunter (now Lamb) would deal damage from afar, while the wolf (now Wolf) would attack in melee, and soak damage meant for the hunter. For that to work, the wolf needed to move on-command to intercept skill shots, and needed some way to heal itself very quickly when compared to the hunter. All the hunter needed to do was deal damage at range.
##Ability Scalings and Gameplay: Many of you will find it strange that Kindred has AP scalings. Very strong AP scalings, actually. And if Kindred scales with AP, why do they deal only physical damage and not magic damage. Yes, very strange indeed.
All this is meant to accomplish 2 things
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I want to differentiate Lamb and Wolf as much as I can. Lamb scales off of AD. Wolf scales off of AP. Keeping this division simple and clean actually opens up a happy side effect: there are 3 ways to build kindred AND each of the 3 builds encourages a slightly different playstyle: ...a) Focus on Lamb, and build standard marksman. In this case, Wolf gives a quasi-aoe damage, and is used mostly as support. Your damage per second will be consistent. ...b) Focus on Wolf, building AP. This means your damage to turrets drops dramatically. For advantages, wolf has very very high mobility, sustain, and a more burst focused damage. Especially when lamb is dead, wolf move much farther, and faster than you think he does, making him hard to pin down and kill. ...c) Build Hybrid. If you go this route, (and to a lesser extent focusing on wolf) you will really feel like you are controlling 2 champions. Also, your ult is hybrid scaling, so this route gives the strongest ult.
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Kindred's enemies need to know how to play against them. It may seem like a good idea giving Wolf magic damage, and Lamb physical damage, but it's not. There's a certain trap of trying to build to your enemies weaknesses. That's a valid strategy, but I want kindred players to choose their play style based on what they enjoy; not on a forced need for one kind of damage.
##Notes on playability, and art: When Death Dies: WHEN LAMB OR WOLF IS DEAD two things will appear: 1. a corpse on the ground (mostly for the benefit of their enemies taking delight in such displays). 2. a ball of swirling tangling lines will appear at their location. This ball will move around like the champion would, but cannot take any real action. For example, if Wolf was dead, this ball would orbit around lamb, and wander a bit. If Lamb was dead, the ball would move around when you gave kindred movement commands, and Wolf would follow behind as his abilities permit.
**AUTO ATTACKS: ** I thought it was very important for both Lamb and Wolf to have their own auto attacks, and that these auto attacks be both distinct and representative of Lamb and Wolf's differing personalities. At the same time, I'm fully aware that a champion with 2 completely independent, full strength auto attacks would be completely and utterly busted in terms of power. Because of that, I cut the damage on both abilities, and then (because I don't want Kindred to be hurt TOO badly when one half is dead) gave a damage boost when one half or the other is missing.
- I gave the basic auto-attack to Lamb, She's reliable, and so are auto-attacks. She can crit, she can use on hits, she can do everything we're used to from a marksman. Predictable. Consistent. Deadly. Just like Lamb.
- I Gave Wolf his W: an attack with % Missing Health damage, which is always up. Also, he has a stacking mechanic that Increases this % Missing Health damage when he is ahead. The catch is, you can't control his attack--you tell him to attack in a certain area, you try to direct him with E, but mostly he JUST KILLS INDISCRIMINATELY. This kind of unreliability suits him I think. He'll always deal damage, and he even prioritizes low-health champions, but at the end of the day, Wolf is Wolf, and he will not be tamed.
For balance, I reduced Lamb's auto-attack damage to 85% normal. Wolf should deal enough damage to balance that out. When one of them is dead, though, this balance lever isn't necessary, so I gave each of them a boost to damage when the other is gone. (lamb gets 100% attack damage rather than 85, and Wolf gets double % health damage.
I'm not sure if Wolf's attacks should be treated as basic attacks for ability synergy purposes (things like Braum's passive).
Dance of Arrows As far as I know, no-one has ever complained about Dance of Arrows, as an ability. That is, from a gameplay perspective. From a lore perspective, it makes no sense for the slow, silent, somber killer that is lamb to be hopping around like a rabbit. As a smaller note, having a kit where all 3 abilities QWE are all dashes seemed like an odd idea. Curiously, I think it might work in this case, but that leaves the lore issue.