Rework Tryndamere's ultimate to act like Sion passive
As it stands Tryndamere isn't exact healthy champion in league (regardless of balance) and as I'm sure most people agree with, most of the problems stem from his ultimate.
The problem is that right now there is aren't any viable options for counterplay (ie for vayne ulti you can put a pink down, dodge sion ulti, etc). He can activate it while cced and the duration is a fixed 5 seconds no matter what (note that locking down a single champion for 5 seconds is not a viable counterplay option). Furthermore it grants him Fury which allows him to instantly fight at full potential without any preparation.
So the goals of changing his ultimate are:
-
Reward tryndamere more for fighting with the team
-
Diminish Undying Rage's ability to act as a get out of jail free card (but not get rid of it)
-
Enhance the effectiveness of DoT against him
-
Make managing fury a more meaningful task
So to do this I propose that instead of Undying Rage granting fury, instead he loses fury per tic increasing exponentially and can extend the duration by attacking champions thereby generating fury with a minimum duration if tryndamere doesn't have any fury to begin with. While I'm hesitant to give any hard numbers I'd imagine his ultimate lasting half a second if he starts with no fury and maybe up to 7 seconds if he starts with full fury and is constantly autoattacking (that sounds op but honestly if you let tryndamere autoattack continually for 7 seconds you deserve to lose anyway).
This affects his play in a number of ways.
Punishes getting caught out due to lack of fury which diminishes his ultimate duration but allows Trynd to still make clutch plays (for example you could negate karthus ulti). Tryndamere can also no longer suicide kill towers since he can't generate fury attacking structures. Lastly if you place DoT on Trynd he can't just spin away, ulti and live (I don't think any DoTs last 5 seconds).
"wow vfactor these sound like huge nerfs to his splitpush, how on earth is he gonna be viable after all this?"
Hopefully he won't and I never have to see him again... I mean uh this should encourage him to join his team and teamfight more.
The problem with Tryndamere as he is now in teamfights is that his ultimate is like a minigame between him and the enemy team. Tryndamere wants to dive in and kill as many carries as possible within that time span and the enemy team wants to essetially stall for 5 seconds.
Now instead Tryndamere can focus on outputting damage to ANYONE tank, bruiser, carry or whatever and still stay alive in a teamfight. Meanwhile the enemy team's goal is to prevent tryndamere from attacking anyone after he activates his ultimate just long enough for it to wear off.
This isn't a perfect solution (note that his Q would need changes in order to make this work) as melee carries aren't very balanced in league but I think it would go a long way to making him a lot healthier. Any thoughts?