Kindred - Kit Rework (Concept)

Finikksu·1/24/2018, 3:05:34 PM·5 votes·750 views

As many people I love Kindred's concept. I mean who doesn't love play as the goddamm Grim Reaper. However both Kindred and Aurelion Sol have the same problem, their in-game kit fails to deliver their Lore fantasy. Last night I was thinking and came up with a bit of a concept of how I think Kindred's kit can deliver a bit better her lore idea. (Maybe I'll add pictures later, depends if people kinda like the idea)

First, let's start with Kindred's current status.

As of now Kindred concept is about the personification of death. Tasked with finding those who are due to die. If you accept your death, Lamb will deliver a quick and painless death, but if you choose to run from it, Wolf will go after you and give you a gruesome one.

In-game... Kindred's passive makes them a bounty hunter. Also due to comand Lamb with movement and 2 abilities, and wolf with the other 2, feels more like a Master and Pet than a dual character. Their W (a Wolf Ability) creates a zone that if you stay in you accept your death (Lamb's job). If the enemy choose to run (Wolf's job) what do you chase them with? Your Q (a Lamb ability)

You see the problem?

Let's try to fix it.

------(Passive) Mark of the Kindred (Changed) Let's get rid of the bounty hunter rewards, and let's deliver what the mark is supposed to be. If you are marked, you are due to death. ---Kindred marks an enemy champion. Damage dealt to the marked Champion by kindred deals an aditional 10%-35% magic damage. Or 25%-50% Damage dealt to the marked champion by kindred is turn into true damage --- Damage dealt to the marked enemy Champion by kindred deals (5%-25% AD based on level) bonus Physical damage. I like the second option more since the first one is Shadow Kayn's passive. Also if you're mark to die, not even armor should save you. ----Kindred can change the marked champion at will every 240sec (how it works in-game) ---If Kindred kills or assist in killing the marked champion this cooldown gets reduced by 30-120 seconds.

-------(Q) Dance of Arrows (Modified) ---Medium Cooldown Let's make Lamb's leap more meaninful to gank ---Lamb leaps to the target location. ---Quick tapping the ability will make Lamb leap 340 units (current range) ---Channeling the skill up to 1 sec will allow Lamb to leap up to 600 units (A second level Teemo Shroom) Channeling the skill will allow Kindred to gank from behind walls, and also not faceplant into them. ---Upon landing Lamb marks all units within 500 units (Kindred's current basic range) with a Lamb's Mark for 5 seconds. ---Kindred gets a small to medium AS boost for a couple seconds after landing. ---Kindred can recast the ability to root themself and empower their next 3 basic attacks within 5 seconds. (Root cancels if move) ---Kindred's basic attacks while rooted can reach Lamb's maked target regardless of distance. However if the target is Lamb marked and within 500 units of Kindred will be dealt a % of max health as extra damage. *If you stay close to Kindred, you're accepting your death. ---If Kindred use the empowered attacks in a Monster, the cooldown is reduced

------(W) Wolf's Frenzy (Completely Changed) Kindred's current W only works to empower their Q... is all it does. So let's change it, sorry WW, I'll take your W a bit Long Medium cooldown Kindred reveals her current marked target's position to all allies for a couple seconds. ---Passive: Wolf will sense marked targets if they're near Kindred and reveal their position to Kindred. ---Active: Wolf reveals the near marked target to all allies, additionally Wolf protects Lamb attacking any hostile units (enemies or aggroed monsters) close near them ---During this time Kindred gets a small buff on speed towards the target. If the target runs away from Kindred, the buff triples. If you run from death, Wolf will catch you.

------(E) Mounting Dread (Modified) ----Medium Cooldown Let's give Wolf a bit of Love ---Wolf attaches itself to a target, crippling their speed. If the target runs away from Kindred, the slow is a bit larger. ---Kindred's next 3 basic attacks against the target are dealt by Wolf. ---Wolf's attacks dealth a small bonus base damage. ---If the target is further than 500 units from Kindred, Wolf deals extra damage each attack based in the targets missing health. The damage increases with distance. You see this, if you combo your E with your Q you can auto from any distance, and if the target tries to run too far Wolf will deal some serious damage.

-------(R) Lamb's Respite (Mostly the same) ---Long cooldown ---Lamb blesses the ground upon a close target location. ---Once living units reach a treshold they become inmune to damage until the end of the skill. ---Extra damage dealt to enemy champions "while inmune" becomes "reserved" ---If an enemy champion leaves the ground before it expires Wolf deals all the reserved damage at once. ...When the ground expires all reserved damage is eliminated and all units still in the zone are healed by a small amount. Let's punish those who ignore Lamb's kindness

This is mostly my idea for Kindred to deliver their Lore fantasy. If you have any complain or suggestion, tell me and we can adjust it.

That, Thank you.

8 Comments

Kitsunes Lust1/24/2018, 4:01:47 PM1 votes

The passive, may be a bit borken tbh, similar to Urgod's Ult. Heck, they originally had something similar to that with kindred before they thought of her. origionally, she was meant to be similar to jhin, and one of her spells was a super thin line, and if it lands, they instantly die lol. Here's my opinion:

--- Damage dealt to the marked enemy Champion by kindred deals (5%-25% AD based on level) bonus Physical damage. --- She's an adc jungler, she is building AD. so bonus magic damage wouldn't really be as useful to be honest (yes i really hate the fact her current kit deals magic damage. like wtf?) this way 5%-25% is not too overly broken, and it allows them to keep their old passive, while making her a early game scaler, getting their hunts better throughout all game phases, and making them a hyper carry late game.

--- ADDITONALLY (15%-40% based on level) of the Damage dealt to the marked champion by the first part of kindred's passive is turn into true damage if they are taken below 50% HP by kindred ---- personally, kindred often struggles in those stalled attacks, when her kit is on CD. So if they are taken below 50% HP BY HER (meaning if they are already below 50% HP, it will not activate this) and 15-40% is a fair bonus true damage in co-operation with her first passive. This is just my thought on how to add both. Death is stronger when they are nearing death. Like olaf, the lower he gets, the more Attack Speed he gains. so the lower they are, and the more they are nearing death, the stronger the twin essences of death become.

ALSO, with this passive, how would successfully getting her hunts go, esp if its jungle camps? should it be if she successfully completes a hunt, she gains 10 perminant AD? (similar to where if shyvana gets a dragon she gets bonus armor/mag resistance)

the Q...omg...yes i cannot agree more holy crap how many faceeplant wall fails that's happened ;~; it would definatly make her ganks much stronger. cuz all she really does is walk into lane and hope for a successful gank. I would probably still try to keep her AS bonus, so that her suprise gank is very strong as well.

W i feel yes its a good idea to give vision to her marks, but at the same instancy can be very unfair as well, but is very similar to TF ult or new swains w,and the bonus ms is really useful to be honest esp when trying to chase for those unfair hunts, esp when you're on the other half. But with this being said, it makes wolf feel less useful, on top of the CDR on Q being very useful to be honest. I think in order to keep both current W and this W working, it shoud have a distance limit --- Wolf goes on a hunt. Out of combat, wolf will explore for 1500-3000 units, based on ultimate rank giving vision to his hunts when he arrives at it, increasing lambs MS by 20%-60% based on level for 5 seconds, as he stays there for 5 seconds, starting to attack the hunt when lamb is 1000 units away from wolf. If wolf is hunting, and he spots an enemy near the hunt, the enemy will be feared for 1.5 seconds, while wolf deals (current W damage multiplied by 3) physical damage for 3 bites, before returning to lamb. Likewise, if Lamb and wolf are in middle of combat, Wolf (insert current W here). Wolf cannot be used to start the fight. (meaning you can't WQE for example, so you have to use any AA or any spell before using W, since if you dont attack anything, you aren't entering combat and wolf would just roam). If lamb enters combat while wolf roams, wolf cancels his roam and goes back to lamb with 700 MS. (this way, that using the vision can be med risk med reward. Meaning if you let wolf go out on a hunt for vision and suddenly get ganked, you're seperated from your other half, and would punish you, until wolf comes back.

E could be like lulus Help, Pix! from what i am reading, and sort of a mix of Azirs soldiers in regards to attacking from a distance. In regards to distance, i would personally agree AND disagree with this. While yes, wolf is...well...a wolf, and killing running enemies is his thing, he is also a wolf as well, which means that the longer the hunt, the more bloodthirsty he can become as well. I disagree with this as well because one of their quote with her is "never one without the other." So if they were to split, they would not be one, and they should be weaker, Much like rosalina and Luma from Super Smash Bros Wii U. If luma is dead, rosalina is much weaker. This would also allow her to give her that bonus range that is on her current passive

R i honestly have to agree with this. Lamb is giving enemies free heals. if you're going out of that place wtf r u doing XD Also, in regards to the "reserved." Are you pointing towards something like Tahm Kench Thick Skin? and say the enemy walks into the circle with 65% HP, and has the reserved health go down to 30%, if they say get lee sin kicked out, wolf would take them down to the 30%??? Also with the heal, it should be 30%,40%, 50% of reserved health for allies healed at the end of the blessing, halved for enemies.

all and all it seems really good idea. i still wish we can have old kindred back however, and this would keep a balance of old and new kindred and make her a useful hyper carry, and making her a excellent duelist, make her able to play adc bot lane well without having to worry about monster hunts making her useful, and making her hunts a bit easier for her (Because lets be honest, it's totally unfair where you're on your blue, and the next hunt is their gromp, or the enemy gets it in 5 seconds like wtf?)

PrimalOppression1/26/2018, 4:07:25 PM1 votes

Passive + Q is bit too much, but tbh, I want to see OP kindred... poor lamb deserves some love after so much gutting :(

PrimalOppression1/27/2018, 9:03:15 PM1 votes

While I would love kindred to pass over walls, combining this, bonus attack range and wolfs cripple would make her into unstoppable ganker. Players would fear to go past half a lane. Also even if you would survive gank somehow, with bonus range she could kill you under turret with ease.