Kindred; A Proper Duo-Marksman Ability Kit
My thing with Kindred is that it is all about the Lamb show and Wolf makes an occasional guest appearance with no relevance to the kit whatsoever, he is just kind of there for moral support.
~ Kindred should work with Wolf and Wolf work with Lamb, when not working together to take down their target then they are very weak, but very strong when Lamb works with her A.I. companion Wolf.
~ There is a better way to incorporate a bounty hunter theme without forcing Kindred to be a jungler and without needing to snowball to be strong and without the snowball being incredibly useless. Also the bounty hunter aspect needs to change anyways since right now it involves bullying a weak target over and over again, where as the purpose of a bounty hunter is going after something strong and get a great reward if you take them out or bring them under arrest, it is not about taking out weak no-names with no bounty on their head. Also bounty hunters do not choose who they hunt, a bounty is assigned and then the bounty hunter that achieves that bounty gets the reward for returning the target's head (showing evidence that you handled the job).
~ Kindred should not be shoe horned as a jungle marksman. They should be made to function in the duo-lane like a normal marksman and if they can jungle then they can jungle, let it be natural rather than forced.
~ To make Kindred's gameplay unique rather than being a normal marksman, they should have attack damage ratios on Lamb's and Wolf's basic attacks to emphasize them being weak when splitting their damage, but very strong when focusing on one target together (as well as other cooperation buffs between Lamb and Wolf).
Represent your feedback as you see fit, it will help a lot to improve this post and posts in the future.
Attack Range: 575 units Wolf Attack Range: 75 units (so can attack 650 range from Lamb technically)
Movement: 325 units per second Wolf Movement Speed: 400 units per second (increased with Lamb's movement speed increases)
Attack Speed: 0.690 +2% per level Wolf Attack Speed: 0.750 +50% of Lamb's bonus attack speed
Attack Damage: Very average to your typical marksman
Wolf's Frenzy (Passive): Leash Range: 575 units Lamb's and Wolf's attacks both deal 55% damage each, including on-hit damage from items, Lamb deals physical damage and Wolf deals magical damage. Lamb deals 100% damage against minions and monsters.
Wolf always sticks near Lamb and he attacks the closest enemy to her automatically. Wolf can attack enemy structures.
Lamb's attacks deal 4%(+2% per 100AP) of target's current health as bonus physical damage. Wolf's attacks deal 6%(+3% per 100AP) of target's missing health as bonus magical damage.
Mark of the Kindred: Lamb gains an additional 0.5% current health damage and Wolf gains 0.75% missing health damage whenever they gain a kill or assist against any target with more than 2500 health, this includes structures. Kindred will also gain a Mark of the Kindred per unique champion takedown.
Dance of Arrows (Q): Cooldown: 10 seconds; Cost: 30 mana; Range: 350 / 575 units Lamb hops to the target location, firing three arrows to up to 3 different nearby enemies upon landing, dealing 20/30/40/50/60(+55%AD) physical damage and embedding an arrow into struck targets for 2 seconds.
If Wolf's attacks rip out an arrow then Dance of Arrows' cooldown is reduced to 4/3.5/3/2.5/2 seconds.
Mounting Dread (W): Cooldown: 11/10/9/8/7 seconds; Cost: 65 mana; Range: 1000 units Wolf jumps into Lamb's bow and acts like an arrow, Lamb fires Wolf in the target direction, causing him to cling on to the first enemy struck for 2.5 seconds and attacking the target, slowing the target by 25/30/35/40/45% while clung to it.
Blood and Kill (E): Cooldown: 14/13/12/11/10 seconds; Cost: 40 mana; Range: 650 units Active: Lamb marks the target enemy for 1.5 seconds which causes Wolf to prioritize the target.
Passive: If Wolf attacks the marked enemy he releases the scent of blood from the target for the next 4 seconds. Lamb gains 40/45/50/55/60% bonus attack speed while she smells this blood and if she deals 3 attacks against the bleeding target then it is dealt 60/90/120/150/180(+70%AD)(+70%AP) bonus true damage one time.
Lamb's Respite (R): Cooldown: 160/130/100 seconds; Cost: 100 mana; Range: 600 units Lamb blesses the ground at her feet for 4 seconds, causing all targets, ally and enemy, to be unable to receive damage and healing when below 10/15/20% health.
After 4 seconds, the blessing ends and heals all units, ally and enemy, for 100/150/200(+75%AP) health.
Here is an alternate take for Lamb's Respite:
Lamb's Respite (R): Cooldown: 24/18/12 seconds; Cost: 100 mana; Range: 600 units Lamb blesses the ground at her feet for 4 seconds, afterwards or upon reactivation of Lamb's Respite will heal a minimum of 100/150/200(+50%AP) health to all allies and Kindred within the zone.
Lamb's and Wolf's attacks against enemy champions or epic monsters will increase the healing by 20/30/40(+10%AP), up to a maximum of 100/150/200(+50%AP) additional healing.
The idea with this one is just going all out on having a team utility ultimate rather than be carry focused with the damage immunity on a health threshold. It could be interesting alternative and easier to keep Kindred balance, could also be implemented as an emergency button.