Proposed Tryn ult mini-rework
>Undying Rage:
Tryndamere's lust for battle becomes so strong that he is unable to die, no matter how wounded he becomes.
Tryndamere becomes completely immune to death for 5 seconds allowing him to drop under 0 hp and instantly gaining 50/75/100 Fury. While under 0 HP he gains 20/30/40% damage reduction . If he is under 0 hp at the end of the duration his bloodlust is automatically used to try and heal him beyond lethal damage. If unsuccessful Tryn dies. (Maybe the numbers could be higher, take these with a grain of salt and assume they could be higher or lower after testing)
>So why change his ult?
Well as we see from Kayle, Kindred, and Tryn its incredibly hard to balance any champion that gives invincibility. They are balls of stat check which we know Riot hates. With Kayle the duration is more acceptable due to its short duration rewarding good reaction speed and timing, meanwhile kindred has the downside of also being able to save enemies. While you do have to have good reaction times for Tryns ult, 5 seconds for no death means the tryn's enemy either needs CC to keep a distance (which is often negated through W and E, which is exaggerated with AP tryn) or Tryn isn't able to even think about being in lane.
>How does this make fights more engaging with tryn?
By allowing him to drop below 0 hp and die at the end of his ult, it keeps fights closer, that 5 seconds he gets is an equalizer instead of a complete stop. Its less reliant on having a DoT like ignite to fight him past level 6 to secure the kill, or be so far ahead he isn't able to breath near you. It also encourages Tryn to actually BE a barbarian when he ults and stand his ground, letting the rage be what keeps him alive and more punishing when just running away, while still keeping a clutch factor if tryn plays his cards right. It also begs the question, is tryn willing to die and go 1 for 1 or is it better to just farm it up and play safe till his late game powerspike. Also makes his build more interesting, does he prefer crit over lifesteal? Ap wont give him those massive heals with just a amp tome. Is it worth that early game risk?
> How would this interact with executes?
Executes like Urgot and Pyke wouldn't get their execute effect (so no AoE fear, and no reset/gold respectively) but would in fact absolutely prevent him from reviving at the end. Trade ult for ult. Tryn at this time still gets an extended duration to live but ultimately doomed, letting him act like a sion passive after the ults go through.
>Why the auto heal?
I feel it would be bad game design to force the player to have to Q at the very end, makes it more noob friendly while also acknowledging the higher risk factor with his ult.
>Why the damage reduction?
It keeps staying alive a reasonable factor for him, if the fight is close tryn gets pressured to try and stay within safety levels. It doesn't completely negate the enemies damage as it does now, allowing them to "omae wa mou shindeiru" tryn but it prevents feeling you will always die at the end of the ult.
>Why drop below 0?
If tryns enemy completely stomps him, tryn shouldn't feel rewarded for 5 seconds with extra time to escape or wait out help. At this point he either fights and dies, or just dies like a coward. It prevents hard stat checks and rewards an enemy who snowballs their lead against him. In a close match both tryn and his opponent die allowing the enemy to feel successful in his ordeals and not cheated out of his kill while tryn still sees his opportunity to change the tides and make the score even. (think of andross in Starfox 64). While tryn is ahead it still gives enemies a reasonable chance at killing him by throwing all their damage at him (if they pick him off) and walking away.
>But what about AP tryn
This does bring up a point that I do believe would also need to be addressed, maybe nerfing the total ap ratio his Q gets, or something along those lines so as to not pidgeon hole tryn into AP instead of AD which should be his preferred playstyle. I honestly dont know what riot intends to do about ap tryn. It would make AP tryn much more risky early game as he would be lacking a lot of the damage AD tryn would to try and equalize those kills before he got the massive heals.
>Other ideas that I thought of but ultimately didnt like.
Ult duration is 1.5 seconds able to be refreshed upon dealing damage to enemy champions and refresh counts up to 3 times totaling 6 seconds max. This one is okay but not a fan of giving him extra life time. It does fit the barbarian fighting style, but with CC heavy teams this would be too punishing as if he ults its an insta gib if he gets morg binded.
His ult acts like it does above but instead of damage reduction after 0 hp, he gets far less, 10/15/20 % but enabled for the duration of the ult. Problem with this is early game it doesn't do much for him and late game with lifesteal it might be too much. Also doesn't fit much with the barbarian playstyle he should be following with the whole closer to death/defying death buffs that are so common in games with barbarians and doesnt mesh well with having %reduction but also death defying not working together.
Edit: another option is giving him a basin of negative health he cannot go under, essentially x2 what his bloodfury would heal him that is reduced by AP down to a minimum of 1.25x his bloodfury heals