Tryndamere; A Gameplay Rework
So Tryndamere right now has a lot of old mechanics still that were around in beta and season 1, which slowly started being removed since season 2, I mention this because a lot of these mechanics should not be the game for obvious reasons and that he has very broken/overpowering effects that are at the same time make him useless against high skilled players; I am just going to leave it at that because it is really hard to explain, and most of you probably will never understand to be perfectly honest.
Tryndamere does lack identity and "dude with a big sword" is not much of an identity since his gameplay is entirely basic attack focused and the problem with this is that that are multiple melee champions basic attack focused so you would just pick which does it better and is kited the least. Also his kit really does not reflect his theme "the Barbarian King" at all, so this is also something I will keep in mind for my ideas.
I cannot emphasize this enough, but none of my ideas are set in stone and everything can be adjusted or changed, but we need a starting premise. So any questions or concerns then drop them down in the comments section and we can discuss things together, just because Tryndamere is a barbarian does not mean we have to be as well!
Basic Attack Range: 175 units Movement: 345 units per second
Too Stubborn to Die (Passive): Static Cooldown: 180/150/120/90 seconds @level 1/6/11/16 Whenever Tryndamere takes lethal damage he defies death for the next 2.5 seconds, afterwards he is healed for 20% of his missing health.
Tryndamere's resource is Battle Fury granting him +1% critical strike chance plus +10% base health regen per 1 point of Battle Fury that he has, dealing and taking damage grants Battle Fury up to a maximum of 100, less Battle Fury gained when against minions. After not being in combat for 2 seconds his Battle Fury starts to rapidly decay.
Tryndamere's critical strikes do not increase his damage.
Mighty Swing (Q): Cooldown: 9/8/7/6/5 seconds; Range: 350 units Passive: Tryndamere's basic attacks deal 10/20/30/40/50% increased damage and his critical strikes grant him 30/35/40/45/50% bonus movement speed for 1 second.
Active: With a mighty swing of his sword in the target direction Tryndamere deals 40/55/70/85/100(+110/120/130/140/150%AD)(+65%AP) physical damage to every enemy struck and slow them down by 30/35/40/45/50% for 1 second, life steal applies to Mighty Swing. If Mighty Swing critically strikes struck enemies then its cooldown is reduced to 1 second.
Mocking Shout (W): Cooldown: 16/14/12/10/8 seconds; Range: 550 / 1100 units After 0.5 second of doing the chicken dance, Tryndamere then mockingly shouts at his enemies around him causing them to forcefully basic attack the nearest unit for 1.6/1.7/1.8/1.9/2 seconds, the range of Mocking Shout doubles against enemies with their backs against Tryndamere.
Enemies that attack Tryndamere during Mocking Shout deal 2% less damage per 10 points of Battle Fury that he has.
"You stand and fight, don't run away from me, you coward!"
Spinning Slash (E): Cooldown: 20 seconds; Range: 700 units Tryndamere spins his sword causing him to dash in the target direction dealing Mighty Swing's damage to every enemy he passes through.
Mighty Swing lowers the cooldown of Spinning Slash by 2/3/4/5/6 seconds, doubles to 4/6/8/10/12 seconds if Mighty Swing strikes an enemy champion.
The Barbarian King (R): Cooldown: 140/110/80 seconds Passive: Tryndamere gains 20/40/60% bonus critical strike chance.
Active: Tryndamere is the king of criticals causing his physical damage to be increased by 100% if it critically strikes for the next 5 seconds.
The approach I was trying to go for was have Tryndamere as a very aggressive champion that always wants to be in the action and stay in the middle of the action; so he is strong when being aggressive and weak if he is trying to run away, barbarians do not run, they fight! I revamped the critical strike system for Tryndamere to try to make it easier to balance him and grant unique effects, like reduce his ability to be kited slightly instead of damage. Rather than focus on him being basic attack focused, I made him into "that big sword dude" and he swings his sword powerfully damaging multiple enemies at a time, so I tried to make him Q focus rather than basic attack focused and move away from a "right click to win" play style, even though he still has strong basic attacks.