Small idea for a Kin re-design. (Edit)

Lightwellian·9/30/2017, 11:38:24 PM·2 votes·701 views
Small idea for a Kin re-design.

Previous idea linked.

Goal with this rework: Improve mobility at the cost of CC and team utility.

Passive: Same. The old W effect on monsters is now applied to Lamb's Q and auto-attacks.

Q: Same. Halved CD. No longer affected by W.

W: Wolf creeps along to a target location, providing vision for Kindred. (Wolf lasts for 2/4/6/8/10 seconds) (His trail can be used to determine where Lamb used the ability from.) If he reaches the target destination before the ability ends, he wanders around the area. If you recast the ability while targeting an enemy champion within his range, he'll bite at the enemy champion, dealing (2/4/6/8/10% Missing HP) physical damage with each bite. Once he's bitten a champion, he follows it and continues biting every 2 (reduced by AS) seconds until the ability ends, or until the target leaves the radius of wolf's area. (Think about 1,200 units across.) Same CD as old W.

E: Lamb fires out an arrow with a range of 800 (+Bonus AA range) units. The arrow deals 5% Missing HP Magical Damage (+1.5%/mark) to the first Champion or Large Monster it touches. If it hits a Champion/large monster, then she marks that target for 5 seconds. While this arrow's mark is on a target, it is visible to Kindred. During this time, she may reposition herself to a location within (AA range) of the target once. Her next Auto-attack on the target within 5 seconds of the arrow landing deals (15% Maximum health) bonus physical damage. The skillshot may pass through walls. Same CD as old E.

R: The Kindred become untargetable and rush through obstacles, allies, and enemies , healing themselves for 200/400/600 (+30% of AD) HP and dealing 150/300/450 (+150% AD) damage to enemies along the way. May pass through walls. (Range = 1,000 units.) Same CD as old ult.

Passive: Same. Q: Same. W: A larger version of our current W, but with a slower Wolf. E: Large arrow connecting with a target. Target has Lamb's mask appear above its head for the duration of the ability. During Lamb's repositioning, she should be engulfed in a gray cloud that moves to the new location over the course of up to a second, based on how far the target is. R: Wolf's leaping animation, but also with Lamb's relocation animation from her E. Something fairly simple.

Purpose: This rework was put together around Kindred's passive and their Q. I'd largely like to separate Wolf's Frenzy from Dance of Arrows. I dislike wasting a potential damage/scouting ability, so I made Q independent. It also means she'll have pretty much the same level of close-up skirmishing potential.

I changed W to instead be a massive scouting, zone control, or finishing tool. It only serves as a finishing tool if it drops its functionality as a scouting and zone-controlling tool. Ultimately meant to help deal with enemies who fled from a fight.

E and R are both meant to cement Kindred into the role of an extremely-mobile marksman. E is meant to help Lamb engage over far distances and pursue targets when the target isn't low enough for wolf to kill on his own. It's also useful for escaping from enemies or sneaking past them to land a kill on a less-dangerous target. R is an all-purpose mobility tool, It heals you, strikes any nearby enemies, and allows you to quickly and easily escape from a bad position. E is the more aggressive option, but is also naturally riskier due to it confirming your presence and likely requiring you to bait out skillshots and then teleport behind or around the marked target.

I'd like to hear opinions on this design.

3 Comments

Buffÿ Summers9/30/2017, 11:55:00 PM2 votes

Honestly this would be amazing, it would fit into what Kindred are supposed to be, it would make them playable, they wouldn’t be destroyed by anyone and everyone, plus it sounds super fun! I would for sure love if they were like this!

Lightwellian10/1/2017, 12:54:10 AM1 votes

Just a bit of clarity on my thoughts when putting all of this together.

I believe the most appropriate way to handle Lamb and Wolf in a video game like League of Legends would either be to have one act as an auxillary piece for the other (Pix and Lulu), or to have the two pieces operate (mostly) independently to accomplish one goal.

I've used both types of designs when attempting to re-design this champion. Both ultimately struggle unless you make things extremely complicated, or demean the value of wolf in gameplay. The former approach would work if balance wasn't a concern, but Wolf's effectiveness has to be an all-or-nothing gamble, or extremely ineffective to be balanced due to the implications of functionally having a pet dog that punishes enemies from running from a ranged character. The latter approach is what I tend to go for, but I have to add recast functions to give both an actual purpose, and that comes at the risk of overloading the champion's kit. Besides that, you run the risk of putting your multipurpose Wrench/Hammer on CD when you find both a screw and a nail in succession. In essence, if you tie a scouting tool to a finishing ability (as I did), you run the risk of being unable to solve certain problems as they arise. Thankfully, the problem here actually forces the player to make a choice and have plenty of map awareness to even get to the point where he'd be enabled to make a decision, but things don't always work out so smoothly.

Kindred's Passive works well enough as-is. It rewards you for fulfilling your ultimate role, and it provides a form of secondary objective one can use to isolate the enemy or get free kills in its jungle. Their Q also works well as things are. It's a short-ranged skirmishing tool and a way of easily cutting through territory by using unorthodox routes. However, I always cut its dependency on W out. Maybe that's overpowered, maybe not. I just can't stand to keep the W and the E as they are. W serves to buffer Q, and E is bland and sort of demeaning. It's balanced around you needing to slow things down for your team or for yourself. I've recently found myself trying out ways to improve Kindred's mobility. I've decide to turn W into a scouting/finishing tool, and E into a way for Lamb to pursue, escape, or reset. R serves much the same purpose as E, but it's much faster, more versatile, and capable of directly dealing damage. I believe overall map-mobility is good to have when you frequently have to invade for marks.

This is all just my general approach towards improving the champion. There are likely many ways to properly represent the champion that I couldn't dream of. I look forward to seeing these designs in whatever form they may appear.