Tryndamere rework

Reiofsunshine·7/24/2016, 11:23:21 PM·4 votes·2,720 views

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.)

14 Comments

ChaddyFantome7/25/2016, 2:46:22 PM3 votes

Tryndemere with a Parry HELL no.

Reiofsunshine7/25/2016, 6:41:10 AM2 votes

If you are going to downvote, please justify yourself. I feel a discussion on this could help bring a champion that is bearly playable into metagame.

Febos7/24/2016, 11:49:03 PM1 votes

Passive: Straight out better than the current one. Moved the heal from Q to it.

Every auto attack crits dealing damage based on critical strike chance and critical strike damage. Critical damage on enemy champions heal Tryndamere

So basically he's healing with every auto.

Q: Makes tryndamere literally invulnerable for 2 seconds. Jax only dodges auto attacks for 2 seconds and we all know how annoying that skill is.

W: 5 seconds of "You can't run away from me" debuff. Does true damage with every crit. You crit every time from your passive. Build tank tryndamere and do true damage with every attack. Garen 15.0

E: Can magically control his blade because he's now suddenly a jedi. He can CHOSE if he wants to commit to an engage.

R: Still unable to die (invulnerable just like W).


Terrible concept really. What you did is transform tryndamere into a joke champion because this can never be properly balanced. Has too much stuff on his kit and it doesn't fit his theme. Tryndamere is supposed to be a figther champion blessed (cursed) with Aatrox's power. He's supposed to be that guy that goes into a fight without thinking and give out slashes while he doesn't die.

I can't really chose a skill because they are all broken.

akosiMina7/25/2016, 7:25:27 AM1 votes

I really like the way the new passive and R work. I am not sure about his other abilities would have so see them I'm action.

Reiofsunshine7/25/2016, 1:49:52 PM1 votes

It makes him too unkillable. First, he would do TONS of damage to everyone. Second, a gap closer that can't be countered. Third, a safety zone where he can't be touched by damage or crowd control. Fourth, a potentially never ending ult that makes him literally unkillable.

Tryndamere currently has the glass cannon tons of damage unkillable feel.

My suggestions play along to his current design, his identity.

Let's address each of your concerns:

  1. The gap closer is not counterable. The gap closer is a skill shot that if missed makes him extremely venerable. Imagine if when lee sin missed a q, he couldn't attack for 2 seconds.

  2. He would deal tons of damage to everyone. Actually I am scaling down his damage compared to live AND getting rid of RGN, making him feel more consistent to play or play against.

  3. The safety zone It comes at a cost of 50 rage; affecting the rest of his kit, has a high cd and makes him unable to deal damage.

  4. If he doesn't land any damage, his ult has a duration of 2.5 seconds compared to 5 on live and that is if he starts on a full rage bar. On top of that the duration is halve if he blocks CC with his Q and when it hits it's maximum depletion rate, the rage bar will empty in ~1.2 seconds of dealing no damage.

I feel like I have created his kit to really feel like tryndamere whilst not making him overpowered. If you still have concerns that you can elaborate on and not just say thing like "tons of damage" I would like to hear them :D