"While Endless Rage is active, Tryndamere deals only 50% damage to structures"
Thoughts?
Thoughts?
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"hes melee"
"he gets kited easily"
"build armor"
"just ignite him"
seriously, fuck yall
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I understand the direction you are coming from, but this change is nearly as contrived as Kalista's 0.9 autoattack AD ratio.
Yes please!!!
lets nerf kayle too since she does something similar
Yeah lets totally gut a champion because we don't like his playstyle.
Tryn is made for killing towers. I feel like that would be completely a step in the wrong direction. Itd just take out synergy in his kit, and make him more confusing for new players.
If it's the splitpushing and soloing tower that's the problem, I'll tell you something. When there are no friendly minions nearby, the tower gains 200 armor and MR. It's already much harder to solo a turret without that nerf.
Tryn is a squishy early game. Try playing trynd against a
sometime. Or
. Or
. It's really easy to get bullied under tower and miss out on farm.
relies on his items to do much of anything, deny him gold and you can seriously put him behind.
Tryn's design just isn't very fun at any point of the game, which is sad because his ultimate is legitimately an interesting mechanic.
...but: crit steroid makes laning RNG-driven, stupid amounts of sustain encourage crit fishing and split pushing, his shout is actually a TERRIBLE mechanic to have on a carry AND it goes largely unappreciated by Tryn players, spin's fine but it looks like it's the problem because the rest of his kit pushes him into playing in frustrating ways (splitpushing and crit fishing).
My thoughts? No, no, and no again.
unnecessary
Why doesn't everyone just judge a Champ by it's win rates, if it's a 50% win rate does that say anything?
My biggest issue with Trynd is in the dissonance between his character and his kit. He's a big, angry barbarian who's schtick is he's SO ANGRY he refuses to die no matter how hard you beat on him, because he wants to kill you.
How is he played? As a backdooring coward who runs from most fights and assaults towers... which can't fight back. He's usually forced to play very passive early, since he's weak then... and late game he can't teamfight so he's mostly just a giant splitpusher/distraction. Hell, more often than not people use his ult to barely survive a fight, then FLEE while it's up. He's so angry that he's... running away. The only times I see Trynd fight is 1v1 duels that he will win by default because of his ult. It's that disconnect that makes me dislike him. That and the fact that a lot of Trynd players are kinda toxic. OLAF fits his theme 300% better... as a big, angry barbarian who goes in balls deep and screams at you as he's slapping you around.
Trynd strikes me as more of an "internet tough guy" kinda barbarian. He's more than willing to fight... if it's rigged and he can't die. If it's not, he'll flee. He'll hide and run an slap your towers and spam laugh and act like he's the biggest pro alive because of his masterful right clicking skills, but he'll run away from any kind of serious throw down. That kind of fighting fits someone more like Talon, Shaco or Singed. Underhanded, trolly and honorless. Trynd doesn't feel like the raging barbarian he's supposed to be. He feels like that kid you meet in ARAM who dies twice to you, then spends all game raging about it and challenges you to 1v1 him... as if that proves anything. He's the kid in cops and robbers who declares himself wearing a "bulletproof vest" when you shoot him and that this means he wins... and if you call him on it, he declares the game stupid and doesn't want to play anymore. He's the kid that uses cheat codes and exploits to win a game, but then insults you if you fail at it even once the normal way.
In short, he feels less like a scary barbarian, and more like THIS kid...
Or maybe just clear minions around tryndamere so he cannot hit turret effectively?
Imo that is bad idea. Otherwise same thing should be applied to self-empowering champions like jax, nasus, twitch, vayne.
As an S2-S4
main, I find it disheartening to see that with the current meta heavily punishing fighters and brawlers,
has been pretty much pidgeon-holed into a post-6 pushbot by most players that play him:
Step 1: Build DPS and Autopush Step 2: Get ult and don't lose lane/get caught Step 3: Even if you lose lane, just wait for a teamfight, then push hard, and after it's over take a minimum of 1/3 of a tower, guaranteed.
This kind of play-pattern I'm seeing more and more, and while it's viable, I personally think it's counter to the spirit of what you should be doing as a
player, which is using your ult to wipe the enemy team in teamfights.
I can't tell you how many teamfights I've won that ended up winning us a game because the enemy
thought he could baserace harder than 5 fed people due to him basically letting us 5v4 his team all day.
As
Even if you don't outright sweep a teamfight, they just burnt a ton of CC on you to stop your melee DPS if they're smart, leaving your other tank(s) and carries free to fight unoppressed.
I wholeheartedly support this idea, simply because it mitigates a cancerous playstyle, and in so doing, it'd free up other areas of his kit to see some work.
I haven't really thought about what in particular on
needs work, but this idea is a good one, and it'd probably open the door for meaningful and healthy gameplay improvements to him in the future.
Also, if this actually gets addressed, the point of debate that
and other super-splitpushers like
having "unhealthy" gameplay mechanics also needs to be addressed.
Y'know, if an explicit malus is added to someone's kit just to balance someone, I think that's a good sign something needs to be looked at.
If we're going in this direction, there's a lot more changes to be made such as making Nasus unable to Q turrets. If you feel Tryndamere's ult is too strong a siege tool and allows him to threaten to end the game simply in a matter of time, Nasus is just as equally a big offender.