Kindred - Kit Rework (Concept)
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.