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Pretty much this. There are two main reasons why we decided to not go that direction and leave adaptive for offense.
First, adaptive is primarily useful for providing the same option to two characters that want to specialize in different stats. Defense, you generally don't have a strong push to specialize in. As a result, shifting a block of defenses from Armor to MR is sometimes useful, but often you want a more balanced approach.
Second is predictability. Offensive scalars are intrinsic to your champion, with hybrids being the outliers. For defense its largely a reactive decision and creating the potential for your defensive profile to switch undermines the ability for your opponent to check your defensive profile and decide if buying pen is a good option vs other items. We don't want to create a way that your reactive itemization decisions can be undermined by an opponents defensive profile shifting in non-obvious ways.
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Stat checking is a deeper conversation because the term doesn't just apply to whenever you beat someone with stats. We could make a champion with 1 movespeed and an insane amount of stats, but that champion would be high on strategic counterplay. Stat-checking becomes a negative when there is no way to outplay the opponent tactically (due to stats) or strategically. When early game champions have the capacity to lane-bully this problem arises. However, when making power curve tradeoffs such as with Gathering Storm while you may gain the ability to Stat-check people more in the late game, you also open yourself up to strategic counters earlier in the game due to relative weakness during that phase.
In this case i'm not super worried, I think Gathering Storm is just more strategically slanted than tactical.
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Yes, you can have Berserk and Gathering storm if you go Precision/Sorcery.
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Gnar's ultimate has a CD and it should be affected normally.
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Udyr a special case insofar as he doesn't have an ultimate. I'd be interested in not making this a completely dead rune for him, but don't have specifics right now.
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Thanks for the ideas!
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We will be keeping an eye on how champions with really low ult cooldowns make use of it. There are a number of tweaks we can make here if necessary to balance it across everyone.
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We will look into this. I don't have a clear answer for you right now but we'll keep it in mind.
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No, it will just reduce the cooldown of the ultimate itself, not the basic abilities on your kit.
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Keep in mind these two options aren't keystones. The really high impact, tactical effects we try to do on keystones. These are just normal runes.
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There is a Runes Corner that covers how Adaptive works in detail, but essentially it matches whichever stat you've built more of.
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Essence Thief was previewed before. Gain X permanent health when a minion dies near you.
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On average game's don't last long enough for it to go insane, but if you got a massive bonus from it every game there would be no tension around picking the rune. There are a number of situations where you can predict a game will go long. Sometimes your team is running late-game champs, sometimes their team has a Ziggs/Anivia/other high waveclear champ and you can tell it will be hard to push for a win. Some people are interested in using the Rune as something of an insurance policy. If it doesn't appeal to you that's fine though, not everyone needs to like every rune.
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(>^^)> ^(^^)^ <(^^<)
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Bloodlust goes in the precision slot next to Overheal.
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We'll be continuing to look at those ratios as we balance it. It is intended to be an option for both AD and AP users and will be balanced accordingly.
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We'll keep that in mind. Getting physical characters to feel welcome in the Sorcery style is challenging but very important to us. There are a lot of good builds in there.
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You will be able to use 3 E's. Each of those casts is its own spell, compared to on live where the ticks of poison would trigger it by damaging 3 times with a single application.
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3 autos will proc it as long as they are within the 2s window. Most champions can't easily auto 3 times in 2 seconds but if you can do it each auto does individually count.
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Just loaded it up, Jayce W attacks will trigger Stormlords/Spellslingers by themselves. However, you do still need more time on target than the fire and forget abilities.
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It might, we are looking at the cooldown as we balance it. Removing the slow reduction from ranged champions helps a lot here.
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Adaptive runes will have a much larger impact than champion base stat adjustments and we will be conscious of champions that have off builds and try to work around those as much as possible. Compared to the benefits you get from runes, which will adapat to the build path you choose, the stat changes we are making to champions are pretty minor.
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Skip mid, bot worth more gold.......
As ADC I cry T_T
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Yeahhh thats based on level. Good catch.
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You get a free pair of Boots of Speed with an extra benefit on them, you have to upgrade them yourself but they keep the extra movement speed.
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The tradeoff in many of these cases is opportunity cost. Magical Footwear is strong but it is also delayed.
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We will be continuing to reveal things gradually, but we can start mentioning what Path a rune is in when we discuss them. Would that help? All the paths have elements in rapid iteration.
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Currently we are exploring a version of Hunter's Machete with 15% AS vs Monsters on it. It is best if Runes Reforged doesn't let you optimize early clear speed because that rapidly compresses to a single viable build for jungling so we are looking at other ways than pregame to influence the jungle.
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Yes, that's exactly how it would work. That's kind of the "advanced" use of it since very few champions build a different stat early than their main build.
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We will be looking at that. Right now it is naturally weaker due to generally shorter combat times. Berserk is stronger in 15+ second teamfights than in shorter lane trades.
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Yes, runes reforged replaces both runes and masteries
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CDR beyond the cap gets converted, so 40% or 45%
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Vayne's W passive triggers when she hits people with arrows. Unbreakable still has Braum get hit with an arrow. He blocks it, and hes tough, but hes still getting hit with the arrow. While it doesn't seem like the most favorable interaction with Braum it is true to what is happening in both their abilities.
Vayne could be too strong right now, but there are more direct ways we could look at that.
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1) We do not intend on providing keybinds for the selection UI. The reason is that it is only intended to be used out of combat. Keyboard shortcuts are great for really quick accessing things, but in general that is not what the Lamb section of the passive expects you to do. Not providing keybinds helps makes it more clearly an out-of-combat objective setting thing. We don't want it to be confused with a spell or something of that nature.
2) Lamb's Respite is an exceptionally powerful skill. On top of that, I don't believe their early game is actually weak and as people get a better understanding of how to capitalize on early jungle camps they will continue to be powerful. Moving the discussion away from power though Kindred is intended to enable you to run new team comps (double AD while still having a standard mid, dual fighter bot maybe). Kindred is also a new type of carry jungler that benefits heavily from a strong marksman skillset.
3) We will evaluate balance after they release.
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It would be awesome to see more ranged junglers. It doesn't make sense that only melees can jungle as a hard rule. That doesn't mean we are working on it in the near future, but it would certainly be interesting to continue exploring that space.
Regarding roles, I look forward to seeing how people experiment with them. I believe they will be a primary jungler, but I am interested in seeing how they get played in other lanes.
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Kindred's Q does not apply on-hits.
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Glad to hear you like the champion!
The reason Kindred have a utility ultimate (and this is something that we will be doing more in the future for carry classes) is so that they bring something unique to the team beyond damage ability x4. The result of this is that in games when you are not doing well your team can still depend on you to bring some benefit.
This is particularly important as Kindred are snowbally and comparatively more likely to be snowballed against than champions that are able to farm safely in a lane, this makes having a good fallback pattern (deal some safe damage, use your ult to keep fed people alive, try to pick up hunts off assists) even more important to avoid feeling like you are really useless in some of your games.
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Wolf does not proc on-hit affects.
Wolf does apply 40% of the damage from Mark of the Kindred, and does apply spell-vamp (but spell-vamp is not an on-hit)
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Sorry I can't answer your questions related to splash or music, those aren't my fields. The section of your post I can answer is regarding the fan concept Dha Ma. While that is a great concept and very cool, it was not a source of inspiration for Kindred. We had started working on Kindred long before that concept surfaced. Iniquitee made a longer post in that thread if you search for it.
Thanks!
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Lamb likes creamy, Wolf prefers crunchy. An eternal conflict.
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1) I was working on a kit with a passive very similar to this and we were working to create an awesome concept to match it. Lamb and Wolf was one concept that emerged during this phase and felt like it could become a really awesome champion.
2) We were working on the kit and it had a passive that was built around the idea of picking a target and finding a way to kill them for a reward. That passive ended up seeming really cool, but being boring in the bot lane position because you only really had two options and it felt like a coin flip at best. Junglers have a ton more access to roaming around and picking who they want to try and kill. It seemed like this would be a great combination with the kit and that it would give us a chance to make a really unique champion who plays very differently.
3) The ultimate is exceptionally powerful and is balanceable because the benefit it gives can also be shared by enemies assuming they are willing to come inside the zone. If the ultimate healed allies and damaged enemies it would be a trap for them to enter the zone, and you would essentially free win every fight.
4) I don't believe so
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We were looking for contrast between the two of them and felt that the contrast was most present with Lamb and Wolf as they are such polar opposites. It also let us play with their personalities (flipping the masks) more to challenge the expectations of what a Lamb or Wolf would normally be in that pairing.
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> [{quoted}](name=Xytrel72,realm=NA,application-id=cIfEodbz,discussion-id=H8socwE1,comment-id=003a,timestamp=2015-09-29T18:19:38.959+0000)
>
> alright, so i know it's normal to have a champion release about 2 or 3 weeks after they appear on pbe, and it has been about a week, are they going to be released with 5.19 after words, or are they going to be released during worlds, but be banned in competition for worlds, like as a 7th ban, but not optional. like you guys put a little lock on them. if its going to be after worlds, then id like my pbe account now. Jk but really, that seems like a long time. why not do the announcement later say about now and released on pbe in a week or 2.
All of worlds is being played on the 5.18 patch, Kindred will be released next week (turned on during the 5.19 patch) but they will not be playable in competitive for some time.
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> [{quoted}](name=Temperamental,realm=EUW,application-id=cIfEodbz,discussion-id=H8socwE1,comment-id=001e,timestamp=2015-09-29T18:14:25.554+0000)
>
> How will Kindred be played on the ARAM map? Are you cutting out the Wolf Mark completely or replacing it with some other function? Will she be available for selection in an ARAM match?
They will be available. Wolf's section of the passive will not be replaced with another feature. That said, I believe they will be quite strong on ARAM because Lamb's section of the passive will not be difficult to acquire stacks from in such a bloody environment.
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> [{quoted}](name=Scarecrobot,realm=NA,application-id=cIfEodbz,discussion-id=H8socwE1,comment-id=001c,timestamp=2015-09-29T18:14:22.731+0000)
>
> In the production process, how did Kindred's ult change? Was their ult always an ability that saves other champions?
Yes, it was always an ability that stopping others from dying. It started really huge and got smaller over time. It was semi-global at first but we wanted to shrink it to concentrate the big climactic finish when it expires.
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> [{quoted}](name=God Squad Mike,realm=NA,application-id=cIfEodbz,discussion-id=H8socwE1,comment-id=0004,timestamp=2015-09-29T18:09:55.269+0000)
>
> Im going to ask the real and only important question... will there be a patch tomorrow? and if so will kindred be in that patch? or will we have to wait 4ever? :(
Kindred will be in that patch but will not be turned on initially. They will be enabled later during the patch.
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> [{quoted}](name=Xerphy,realm=NA,application-id=cIfEodbz,discussion-id=H8socwE1,comment-id=0002,timestamp=2015-09-29T18:09:38.354+0000)
>
> What are some skill removals / major changes that happened during Kindred's development?
The first iteration of the ultimate the ring was semi-global. It would affect everyone anywhere near a teamfight. Over time it shrunk down to isolate the good gameplay.
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JawstheMusical
(NA)
:
Community PBE Spotlight - RedMercy Tests Jungle Kindred
This video is really hype. Its awesome how quickly everyone is picking them up.
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Wrekzzz

Level 40 (NA)
Lifetime Upvotes