[Rework Concept] Kindred, the Eternal Hunters - How to make use of Wolf more, and keep the theme

Kittenguin·7/14/2017, 10:07:15 PM·3 votes·567 views

With the recent Kindred changes, she's not a-so dead champion anymore. However, some like the changes, some do not. One is certain, everyone would like Kindred to be a true dual champion, or at least make use of Wolf more. So I was brainstorming during a boring session of the day, browsing, until I came up with the idea of creating a rework concept for a champion, and I really like Kindred, but I always get stomped on when playing her. Anyways, in my opinion, this concept explorers Kindred's potential as a character more, and allows you to make more interactions with wolf. Keep in mind, that I changed all the abilities completely, but many were kept in some way.



Passive - Death Incarnate Dead End: Enemy champions that are below 30/40/50% of their Health, are slowed by 20% (+5% per Kindred stack) when running away from Kindred (range 1000700). The Hunt: At the start of the game, all enemies have two options to choose from: Lamb’s Arrows or Wolf’s Teeth, that gives Kindred a stack which buffs them in a certain way if they manage to score a kill or assist towards that enemy. If the enemy hasn’t chosen anything until Kindred kill them, Kindred gain a stack of each. Lamb’s Arrows: Whenever Kindred score a kill or assist, they score a stack of Lamb’s Victim which causes their Basic Attacks to deal an additional 1/1.5/2% of the enemy’s maximum Health (max. 300 vs monsters) as physical damage and restore Health equal to 20/25/30% of the damage dealt, up to 200/250/300 Health. Wolf’s Teeth: Whenever Kindred score a kill or assist, they score a stack of Wolf’s Prey which causes their abilities to deal an additional 2/2.5/3% of the enemy champion’s current Health (max. 300 vs monsters) as physical damage and slow the target’s movement speed by 15/20/25% for 1.5s.

After Kindred kill at least 3 unique enemies and have at least 4 stacks from Large and Epic monsters, they can choose which stack they will gain from their next victim from now on (cooldown 10s between each choosing). Large monsters reward a random of those stacks (cooldown 100/90/80s). Large monsters from the enemy jungle and Epic monsters reward both stacks (cooldown 60s). If the enemy has given Kindred more Lamb's Victim stacks than Wolf's Prey, they receive less damage, based on how many more stacks they have given, from Lamb's arrows. However, if they have given more Wolf's Prey stacks than Lamb's Victim, they receive less damage, based on how many more stacks they have given, from Wolf's jaws.

Q - Dance of Arrows [8/7/6/5/4s / 35 Mana] Passive: Lamb’s bow is empowered, giving her 10/10/20/20/30% bonus Attack Speed and causing Wolf to Strike her enemy every time she Basic Attacks for 20/40/60/80/100 (+0.70 AD) physical damage. Wolf has 20% bonus Attack Speed. Each time Wolf Strikes an enemy, reduce Dance of Arrows' Cooldown by 1/1/1/2/2s. Active: Lamb dashes in the target direction, quickly firing (basic attacking) 3 arrows against the three closest enemies (prioritizing champions). Wolf Strikes the nearest enemy hit by an arrow.

W - Mark of the Kindred [15/15/13/13/11s (-0.5s per Kindred stack, CDR does not apply to this ability) / 50 Mana] Active: Lamb marks an enemy unit and releases Wolf from her side for 7 seconds. Wolf Strikes the marked enemy every 0.7s for the remaining duration. During this time, Wolf has been released as a separate unit, gaining 250/300/350/400/450 (+0.40/0.45/0.50/0.55/0.60 AD)(+50 per Kindred stack) Health, 30% bonus attack speed and 400 movement speed. If Wolf dies during this, he returns to Lamb’s side after 12/12/10/10/8s (lowered by 1s each time Lamb deals 200 damage). Reactivate to change Wolf's target.

E - Inescapable Chase [5s after the duration ends / 30/30/40/40/50 Mana] Active: Lamb shoots an arrow, hitting the first enemy hit, dealing 80/90/100/110/120 (+0.30 AD) (+30 per Kindred stack) physical damage, granting True Sight over it and slowing its movement speed and attack speed by 40% for 2s. Lamb’s arrows or Wolf’s strikes will refresh the duration, up to a total of 3/3/4/4/5 refreshes. Although, each arrow or Strike will reduce the slow percentage by 5% (minimum 20%).

R - A Dance with Death [150/125/100s / 100 Mana] Active: Target an area and choose a direction. Wolf disappears and after a short delay of 1.3s, he reappears and howls, silencing all enemies hit for 1.5s then pushes all enemies near him in the chosen direction, dealing 100/150/200 (+0.40 AD) (+40 per Kindred stack) physical damage to them. Lamb then fires an arrow to all enemies hit by this, dealing true damage.

The arrows Lamb fires cannot critically strike.



Please take notice that these are a result of my brainstorming. tl;dr - Passive: Enemies get slowed when trying to run away from Kindred at low hp. Enemies get to choose how Kindred's mark will buff them until they collect enough stacks. Q: Passive allows Wolf to always participate when Lamb basic attacks, through striking an enemy. Active is the same as now, the only difference Lamb deals her basic attack damage rather than a fixed base damage. W: Makes Wolf a completely different unit, like a pet. He damages your marked target until the duration ends, or until he dies. E: Shoot an arrow, slow and reveal target hit, basic attacks refresh the duration. R: Works like Taliyah's W. Wolf appears, silences then pushes the enemies towards the targeted direction, dealing damage. After that, Lamb basic attacks any enemy hit for true damage.

So tell me your liking about the ideas I created during my boredom. Any feedback will be appreciated. Cheers~

2 Comments

Banoffee7/15/2017, 10:22:15 PM1 votes

Oh wow you weren't kidding. We even have the same name for the function of the passive (Lamb's Arrow & Wolf's Teeth.) Aside from that though, our ideas fork off in completely opposite directions. Your setup focuses on getting stronger based on kills which makes me think of Dark Souls "Sup on death." Mine focuses on execution. It's amusing to me that the most obvious passive mechanic to give Kindred based on their lore is something the both of us used and Riot hasn't. smh

You definitely make use of Wolf more here and I find it funny that you too did away with the jungle marks. (It just does not fit this character.) It would definitely be a step up from what we have now, but it feels a tad uninspired. It improves on the gameplay front, not so much on the thematic aspect, at least to me. Was that a consideration for you? What do you think of the attack range?

Also what's the range on the W? Is that global? If it's beyond 500-600 range you can lane with this Kindred. I don't know how healthy that'd be since it'd open a new can of worms from a balancing perspective.