Talk:Kindred/@comment-24660029-20150916011233/@comment-6301771-20150916121354

They're playing cautious, mostly because the player base has this tendency to see that % symbol and devolve into a frenzied rage as they don't actually know how numbers work.

In terms of actual design, though, I think Kindred's got a solid play-pattern (even if the marking system is a bit...odd.), but I think there are a few things that need to be done real quick.

1. Q needs to fire three attacks that are basically autoattacks. None of this "High flat, shit scaling" nonsense. Like...100/105/110/115/120% AD that can crit for 50% increased damage, a-la Yasuo's Q. Make building damage a viable path, not just relying on BotRK and Devourer.

2. E needs stronger utility and some synergy with W. Say, if you cast it in W's territory, you don't need the 3 hits for the damage and just command Wolf to chomp their face off. The damage is also...odd. I'd prefer something more like 60/90/120/150/180 + 4/5/6/7/8% (+1% per 50 bonus AD) missing health. Make it an execute to play against the Current Health scaling damage from her passive.