Why doesn't Trynds ult scale with levels?
Why does the biggest part of his ult not scale with level? Not dying for 3/4/5 seconds sounds much more managable than 5 seconds no matter what. Instead he hits 6 and wins lane.
Why does the biggest part of his ult not scale with level? Not dying for 3/4/5 seconds sounds much more managable than 5 seconds no matter what. Instead he hits 6 and wins lane.
I'm guessing it's because 3 seconds would feel like absolute shit to play with for Tryndamere.
Now Tryndamere mains will know what it feels like to play against them.
You can play Tryndamere too!
My cat can play Tryndamere too, he has sat on the mouse and R button at the same time before I'm pretty sure he's a Tryndamain now.
?
karthus ult lvl 1 does about as much as a few of his autos
unless you're one of those people who builds him AD in which case it deals even less
yea ppl dont realize that a lot of karth vader's power comes from his q and his ability to constantly pump out harrass
That's literally Kayle's ult at max rank, though she can't cast it if she has been CC'd.
His ult used to scale 5/6/7, be happy it's just 5 now.
actually it used to be a maximum of 8 seconds
man, the good ol' days, in season 1. When everyone was ridiculous.
However, it couldn't be activated through CC like it can now
3 seconds means ignite auto counters Tryndamere
So his ult shouldn't have any counter play?
lol His whole kit has no counterplay except ''don't get hit''
Guess his ult should be impossible to counter to? sigh
CC, Kite, dashes, burst,CC, CC, CC, Ignite, Heal reduction, CC, armor, HP, CC, Burst, CC, tenacity, CC.
CC, effective HP and "out damage" are not counterplay.
Putting a pink in Akali's shroud is counterplay. Using hourglass/scimitar to avoid taking damage is counterplay.
Counterplay is something you can do to handle a situation better at any given moment. Something that makes what someone else do, a possible risk.
CC does fall into this, but that's usually a champion based thing. Thus is counter-picking. Outside of that all you'll get is slows from items. which usually means kiting was the counterplay. Not the item. The slow just makes it easier to do.
Ignite/heal reduction doesn't really counter his ult. It gives a small heal at the end. As long as he uses his own heal with it or get some lifesteal he'll easily survive the ignite.
I've done the math, and between levels 8 and 13, using Ignite during the last second of his ultimate will guarantee a kill. After level 13, using it two seconds before it ends will deal enough damage to kill him. Both of these are assuming he takes no other damage whatsoever post-heal.
EDIT: Actually, redoing that math, forgot his Q only heals 300 at level 9 with full Fury.
As it turns out, at level 6, 2 seconds before his ultimate ends will still deal lethal damage despite his heal. At level 7, you'd need to do it last-second, and by level 12-13, it's back to 2 seconds before it ends.
Alright, as it turns out, it's generally only going to work if you use Ignite during the last second of his ultimate, because he's going to heal up to the minimum of 3% of his max HP from his ultimate. I forgot about that detail.
this is all assumeing that he doesnt have minions to life steal crit around
"Ohh no, I can't guarantee a kill on someone who ran away from the fight with Ignite, what will I do?"
except trynda doesnt run from a fight its you as his opponent who is running hoping that the ignite will kill him before he crit fuks you
That has...what to do with your previous comment? If Tryndamere is getting Lifesteal off of minions, he didn't stick around to fight you.
if you fight him and try to leave hopeing that ignite will finish him after his ult he can easily turn to the minions you are most likely fighting him with he can just turn to them rather than trying to chase to heal and still use his q
And you were fighting Tryndamere next to a minion wave...why?
Anyone who consistently plays top lane knows that the majority of top lane fights happen either right after clearing the wave or after bullying someone out of the wave.
Implying his Ult doesn't have counterplay atm.
Well, it can't be cancelled with silences, before or during, it increases his fury rather than decreasing it, and on a melee carry that has insane damage, it's basically a godsend.
You're only counterplay is ignite, and that means you have to forego TP as a top laner, just so Tryndamere doesn't auto win lane (which happens half the time anyways because of that goddamn crit and new masteries.
Taking ignite is not acceptable counterplay. Even if you do ignite and kill him in lane, he's got a three minute window to violently murder you.
Considering how many top laners take
over
, I find it a fair tradeoff. After all, it should be superior in solo fights but not as good when it is 1 v 5
i prefer to take
+ ![]()
flash is for mid and bot only... and possible jungler... imho...
Flash is pretty much mandatory on almost every single champ. And there's no roles that do NOT use it.
it always did just ignite at the ending of his ult
because I'll be alive at that point
I think you'll find that each second of being unable to die is worth considerably more the later the game goes. A Tryndamere that is unable to die for 5 seconds and can kill you in 2-3 hits with his 6 items is a lot scarier than a Tryndamere that in unable to die for 5 seconds but has only 1 item. It doesn't scale directly with rank, but the value of being unkillable goes up with time.
This, exactly.
I agree. I think 5/7/9 seconds is a reasonable scaling.
Because it already scales with levels on its own without being scaled. Early game Trynd won't be able to do much to you within that 5 seconds when he has no items (assuming level 6). Lategame however, that same 5 seconds gives him time to kill 3 people with full build, that's how he scales
That's scaling with items.
Trynd is based around items. He lives on items. Without items trynd is nothing.
So he's item dependent. What's your point? This thread is about scaling with levels.
So he's item dependent. What's your point? This thread is about scaling with levels.
Marksmen don't scale with levels, and that's what Tryn is. He's a melee marksman. Marksmen scale with items, their abilities are intended to be meaningless, that's why they are allowed to have easy 40% CDR now.
Except Marksmen don't have an ability that makes them unkillable for 5 seconds
Technically, I guess. Kindred's only lasts for four seconds.
And it's not unique to Kindred. ALL units in the circle of love wont die, including potentially your target and his friends.
"melee marksman"
Melee adc is a better term for trynd.
Before they changed the terms tryn, yi, gp were adcs along with the marksmens
Yes, I'm aware. I was pointing out the fact that "melee marksman" is a contradictory statement that I found funny.
Lol when I read this comment at first I was laughing at the joke, then laughing that I didn't think of that, then felt sad cause I didn't understand until told.....
Haha, you'll get there one day kid :P
Honestly if you need it to scale I think it really shouldn't scale on duration. Tryn Ult lasting a consistent amount of time means that everyone needs to only get used to one duration. How would it feel if Nidalee Spear got increased range on level? If MF's Bullet Time got a Wider Arc? If Zhoynas Hourglass lasted from 2 to 3.5 seconds scaling up on Character Level?
These are things that have an opportunity cost in both the player and the enemy needing to adjust to multiple different 'ranges' and 'durations' of abilities, making Tryn Ult scale on level would mean people would need to check his level to know when it ends. This is why generally spells increase in frequency of use and raw power, but rarely ever 'range' and 'aoe'.
To be fair, two of your three examples were skillshots, which don't really apply to the situation (you react differently to skillshots), and all items are always consistent, regardless of level champion, or whatever, so it shouldn't really be put as an example towards balancing a specific champion. Honestly, knowing Trynd's ult level shouldn't really ever be that much of a secret, or an obstacle in managing balance. It's easy -- press tab, check trynd's ult, and know if it's 3, 4, or 5 seconds.
I should also mention that people getting already are adjusting to up-times and down-times throughout games, like spell cooldowns. Trynd's ult will have 110 seconds, then 100 seconds. It's not really as game breaking as it sounds, and though it is on a much larger scale, the idea remains the same. You have to adjust throughout the game, to each situation, in your item patterns, and your play patterns. Windows of opportunities are constantly shifting. There are way too many cases and examples where this would apply.
To be fair, two of your three examples were skillshots, which don't really apply to the situation (you react differently to skillshots), and all items are always consistent, regardless of level champion, or whatever, so it shouldn't really be put as an example towards balancing a specific champion. Honestly, knowing Trynd's ult level shouldn't really ever be that much of a secret, or an obstacle in managing balance. It's easy -- press tab, check trynd's ult, and know if it's 3, 4, or 5 seconds.
The issue is a timing feel and whether the added complexity adds to the game as a whole, or if the same result can be achieved without making clarity suffer. Balance and clarity are both goals and when you can accomplish both without either suffering, that is a better result than sacrificing one. I can give examples that aren't linear skill shots, as well.
Xerath Ult having more charges based on level. Finish dodging three shots, quick better hit tab while under siege to check if the enemy xerath is 10 or 11. Zilean ult making allies revive faster scaling on ult level, gotta memorize three different 'timings' on when to toss a skillshot at somebody the second they respawn. Orianna's Tether range going up with level, such that people get a harder idea of how to pin down where her threat radius is.