Tryndamere rework
Have made a lot of changes. Thanks for the feedback.
Here is the next attempt: http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/LTvdKrM7-tryndamere-rework-20
~~For a while I have felt Tryndamere lacks in almost every aspect of the game. He feels like Fiora pre-rework, only dominating players that lack game knowledge. However I love his concept of this undying death machine. Right now however, he is just an melee marksman. ~~
**My suggested rework: **
(this can be taken as an entire rework together or just pieces here and there)
~~Passive: ~~
~~1. Every auto attack crits dealing damage based on critical strike chance and critical strike damage. ~~
2. Critical damage on enemy champions heal Tryndamere scaling off rage
3. Rage is generated by Tryndamere in many ways. 3 rage per auto on minions or towers. 5 rage for each auto dealt to you. 20 rage per auto on champions. 10 rage for killing a minion.
(Notes - Critical strikes are the bread and butter Tryndamere but I feel like you either pound them or you don't. I feel like making his rage scale with inbuilt life-steal only procing on champion interaction is a better direction, as apposed to it increasing his damage.)
* Q: Consumes 50 rage (Raises his sword, it shifts from grey to red as it absorbs damage)
~~1. Becomes unable to attack and blocks all incoming damage and crowd control. Lasting 1 second. ~~
~~ 2. His next basic attack deals 20/30/40/50/60% of damage blocked dealt as magic damage. Lasts 2 seconds. ~~
~~Edit: I am unsure whether to let this damage should be able to hit towers or not, maybe with reduced damage? ~~
_(Notes - People will say this is too much like Fiora and I agree, I did get the idea off her. I feel like this "Undying" theme though fits well with Tryndamere and instead shooting it back, I feel like it empower his damage felt more natural) _
~~* W: Cooldown 22 seconds. ~~ ~~ 1. Links Tryndamere to an enemy champion for 5 seconds, that champion is slowed if moving away from Tryndamere. ~~ ~~ 2. All critical strike damage is dealt as true damage to the linked enemy champion. ~~
_(Notes - Many people are going to disagree with the true damage aspect of this, but I feel it gives him more flexibility. Do I use my high cooldown ability to stick to the marksmen or do I use it to focus down the tank. Also remember the damage dealt as true damage is only the bonus gained from the critical strikes. This is to help it scale into late game.) _
~~ Edit: So from what I have gathered on other platforms I have posted this. People are concerned about the true damage mostly. ~~
~~I felt like I could tackle his w in 2 ways. Keep his damage reduction, or make him more dangerous to tanks. I still feel that the damage reduction is a viable path to go down. ~~
~~Most of the frustration I have had with the criticism on it though it misreading. ~~
The true damage is ONLY the bonus damage dealt. So if Tryndamere deal a 400 damage strike and 200 damage is critical damage. The opponents Armour reduces the damage by 40%. So with his w inactive, Tryndamere will deal 240 damage. If it is active, the same strike will deal 320 damage.
~~It is strong late game but very weak early game. I felt this true damage worked better with his passive lifesteal though, letting him briefly survive that pesky thornmail. ~~
* E:
~~ 1. Tryndamere throws his blade forward (800 range). The blade deals damage as it travels and stops if it hits an enemy champion, attaching itself to them. If it hits an enemy champion Tryndamere can choose to jump to his blade, dealing damage. ~~
~~ 2. If it misses the blade becomes embedded in the ground and can either be retrieved by Tryndamere or will return to him after 2.5 seconds dealing damage on the way back. Tryndamere can jump to the embedded blade if he is within 200 range. ~~
~~ 3.During the time his blade is embedded Tryndamere can not deal damage. ~~
~~ Edit: Possible additions - Resets cooldown on kills. Snares enemy if jumped too. ~~
_(Notes - I feel this offers Tryndamere balance in his gap closing and escaping potential whilst maintaining his ability to wall jump and wave clear, making it a bit safer too. It doesnt come without risk though, if you throw your e and miss you could be in some trouble.) _
* R:
1. Tryndamere becomes outraged, his size is increased and is unable to die while his has rage.
~~ 2. Rage decays exponentially (Starting at -40 rage per second and increasing over time to -80 rage per second). ~~
3. While outraged the amount of rage generated is doubled.
~~Edit: Possible additions - After 'Outrage' ends, Tryndamere is healed for 30% of damage he dealt. Assists restore 50 rage and kills restore 100 rage. ~~
(Notes - This gives Tryndamere an ultimatum. Use your ult to escape but only gain a small window of undying or fight and extend your life. This consuming the rage bar also means he is reliant on his rage bar being full, using q consumes half his bar so the duration if he uses it after Q is halved. On top of the Tryndamere will be unable to use his q directly after his ult or during it without consequences.)