The Real Problem with Tristana

MrBuffington··14 votes·4,123 views

EDIT: Thanks everyone for the (mostly) great discussion. Ghostcrawler has made some comments on Tristana, which I think are very valuable, if you haven't already seen them I would take a look. What I took away from his comment was that Tristana lacks a meaningful weakness in that 1) Itemization has improved her mid-game significantly, and 2) Lane bullies (Lucian) were changed so they're not as oppressive in lane. This has made early game easier for all hypercarries, which is also why Kog'Maw is powerful now as well.

While I still think itemization can use some more improvements, it doesn't seem like this will solve the problem completely. Ghostcrawler mentioned he thinks Lucian is in a good spot right now, so it looks like lane bullies aren't going to become strong again, so nerfs to Tristana seem inevitable in order to restore her weaker early game while maintaining her strong late game. I still stand by my argument that Tristana's kit had nothing innately unhealthy (at least in comparison to the rest of the ADCs), and that itemization (and Lucian changes) are what caused her to rise in power, though in order to keep up with the shifts in the game, Tristana will probably need to have some changes to match changes to Lucian, etc. On the topic of ADC mobility/self-peel, Ghostcrawler has mentioned that ADCs as a whole are more slippery than they should be, so I expect changes on this front will affect all ADCs, not just Tristana.

My non-expert opinion is that a nerf to Tristana's base range (while increasing the range gained per level) would allow Tristana to have more weakness early and mid game, while still maintaining her strong late game. Rough numbers I was thinking of were, 500 base range, +12 range per level - 1. She has 500 range at lvl 1, 548 range at lvl 5 (basically on par with most other ADCs), and 704 range at max level (almost the same as her live value). This puts her at greater risk when CSing early, making it in turn more difficult for her to reach that 2 item power spike and her powerful mid-game.

EDIT2: As far as itemization is concerned, I still think there are some changes that could be made. While there is more diversity in different build paths for ADCs than before, about half of the ADC pool (Ashe, Caitlyn, Jinx, Sivir, Tristana, Varus, Miss Fortune, Graves, Draven) rushes IE first, where there could still be potential first buys in BT or ER. Some of these champions used to rush BT because they scale incredibly well with AD (Draven, MF, for example). I don't know about a direction here; part of me feels like making IE even more cost prohibitive would make it more efficient for other champions to buy BT or ER (maybe MS), and only champions that really rely on the crit chance/damage to hold out for IE; on the other hand, it's already the most expensive item in the game, which makes it seem like there's a more fundamental balance issue.

#Introduction In this post I will argue that it is more the itemization changes to ADCs that are responsible for Tristana’s rise, than Tristana’s kit as a whole.

So, I’m sort of a Tristana main, more or less have been since I started playing (about a year and a half now). I’m by no means a professional player, but as far as comfort and knowledge with the champion, I’d say I have a pretty good understanding. What’s been irking me recently is all these calls for Tristana nerfs

but MrBuffington, Tristana is so OP

Yes, she’s very powerful right now. I won’t deny it.

Her kit is so broken omg

#NO

I haven’t been part of Boards for long, but every now and again, whenever I see a new meta champion rise, there’s a corresponding rise in “QQ champions have abilities” threads I see pop up. I personally think I’m better at understanding this game than actually playing it (I’m more interested in understanding the game than actually gaining elo or whatever), so I’ll usually try to pass on what I know/what I’ve heard smarter people say (pros, coaches, etc.), but Tristana is a champion I know well (and also know a bit about from the aforementioned pros/coaches), so I want to make a post about it.

If you take a look at Tristana’s changelog, you’ll notice that she hasn’t seen many major kit changes since 2009. She received minor buffs in season 3, but still eluded mainstream play for the most part. She had some buffs in season 4; still little changes in play. Honestly, all that really changed for her in this time is her mana costs, and, as a champion that relies almost 100% on auto attacks, this doesn’t matter all that much. Her R range actually got nerfed to scale with her passive, instead of having a flat 700 range. Since her rise to power, she’s actually gotten her W and E nerfed; still popular.

The reason for her power is actually the itemization changes to ADC in patch 4.10, which, consequently, is the patch Tristana received some buffs, so the confusion is understandable (she received mana cost buffs and nerfs to her ult range; it scales with her passive instead of having flat 700 range). What happened was; Bloodthirster had it’s stacking passive removed, and IE got a damage buff. Where ADCs could get 100AD off a BT, they can now only get 80. Coupled with that, IE has the same AD, plus it gives crit chance/higher damage per crit. Essentially, this damage replaces or even surpasses the damage that the old BT would offer. Moreover, BT got nerfed, making IE the overall better first item, which is why you see champions like Caitlyn and Jinx, who used to rush BT, now rush IE. This did two things: Make champions who can rush IE first very strong, and make champions who relied on BT (especially the old stacking passive) weaker. Why Tristana is so good is because she uses IE better than most other champions; without this, she goes back to being how she was before the itemization changes, that is, she’ll be hardly played in professional. She has a great AS steroid allowing her to use that extra crit chance/damage, as well as the range to use it. This is why Tristana is powerful.

#Counterarguments

  1. What about her E?
  2. If you compare base damages of her E with any other ADC’s poke-type ability, you’ll find it deals about the same damage lvl 1 (~80). Moreover, Tristana’s E falls off hard mid-late game as it has no AD scaling (which pretty much every ADC has). In fact, she has no AD ratios whatsoever, so this applies to every one of her abilities.
  3. But she gets resets on her jump
  4. Jinx gets resets on her movement boost (which is free, btw) with every kill/assist and every tower kill/assist. Sure, it’s not a jump, but this also lets Jinx orb-walk while she’s repositioning herself, ie. she never stops dealing damage. CDR Graves/Lucian can get their dash up every few seconds (Lucian’s is free, and Graves has an AS boost he can keep on permanently with this build due to the CDR). Vayne gets a dash (that stealths with ult) every two seconds (and also deals extra damage and procs silver bolts). Draven gets a reset on his AS/MS boost with every axe he catches.
  5. But she gets self-peel on only a 60 second cooldown.
  6. Caitlyn can self-peel with her dash+slow (~a fourth-to-a sixth of Tristana’s cooldown), and with a well placed trap. Vayne has self-peel that stuns on a third-to-a fifth of Tristana’s cooldown. Draven’s Stand Aside can peel for him, not to mention he outdamages pretty much every champion in the game (Draven with IE effectively deals ~4x damage with each crit spinning axe).
  7. But the range…
  8. Tristana has 703 range (only at lvl 18), which is the highest base range of any champion. Two other champions can situationally out range her; Twitch with his ult, and Kog’Maw with lvl 5 W. Jinx has roughly the same AA range with lvl 5 Q (700 range). So yes, this is a strength of her kit; what people tend to ignore, though, is that this is her absolute range, meaning, unless she’s within range, she can’t do anything to you (unless she jumps in, which is super risky given it’s on a long cooldown. If she doesn’t get a reset, she’s dead, and considering her only burst is a DoT spell in E, and her R, which shoves her target out of her range, neither of which have AD ratios, if she can’t for sure kill someone with that burst, she’s dead, since she’s no longer in range to auto them. Not to mention her spells are magic damage, and Tristana only has base damages and builds no magic pen). Almost every other ADC (and many champions in general, for the matter) has some basic ability to deal damage from range greater than Tristana will ever have. Exceptions include Vayne (who has tons of mobility to compensate) and non-traditional ADCs like Teemo.

#Conclusion/TL;DR Hopefully I’ve been able to show that there’s nothing innately/uniquely OP about Tristana’s kit, more it’s how that kit synergizes with IE that makes Tristana so powerful. ADC itemization has been a problem for a while, and even with/because of the changes in 4.10, it’s still a problem (as I’ve also heard from many pros/coaches/etc). We've seen Tristana nerfs in 4.14 and it didn't curb her popularity, and, short of completely gutting her, I doubt continued nerfs will have much effect. Once ADC itemization is balanced, I predict Tristana will come to a healthier playstyle naturally.

88 Comments

Decaedeus4 votes

You have some really good points in this post.

My non-expert opinion is that a nerf to Tristana's base range (while increasing the range gained per level) would allow Tristana to have more weakness early and mid game, while still maintaining her strong late game.

Genius idea here.

Why Tristana is so good is because she uses IE better than most other champions.

Also a good point. However, it's not true what you say here.

There’s nothing innately/uniquely OP about Tristana’s kit.

Let's look at some of the other champions that you use as an example of why Tristana's kit isn't broken. I agree with you that it can be fixed; however, I think that there isn't really a way to "balance" her without reworking SOME aspect of her kit.

This is why Tristana's kit, imo, is slightly too good. She has EVERYTHING an ADC would want; indeed, she has the best of every ADC's kit.

Let's start with Jinx , who also needs a slight nerf. However, her kit isn't as broken as Tristana. Jinx needs to choose between crazy attack speed, and crazy range. Tristana gets the best of both worlds; she can have both attack speed (Q) and range (passive).

Tristana has the same late-game hypercarry AND range as KogMaw. However, while Tristana has TWO extremely effective escapes, KogMaw has ONE lackluster slow which can't really be called an escape imo. Tristana is a late-game hypercarry, but she's too safe.

Indeed, Tristana is as safe as Caitlyn. However, while Caitlyn does have slightly stronger bullying potential, her DPS is NOTHING compared to Tristana. She lacks a powerful AS steroid.

TL;DR Jinx has crazy attack range or attack speed. She must choose between the two. KogMaw has both, but also lacks ANY mobility whatsoever. Caitlyn has high safety, but low DPS. She is only good for siege scenarios late-game. Vayne has good mobility and DPS, but has very low range and an early game weaker than Trist.

Tristana has: High DPS Long Range High Mobility Excellent Self-Peel

Worgslarg3 votes

You sum up the problem with trist well. In the current meta, she is broken powerful compared to other adc's, from the item changes.

Do you have any suggestions to bring her more in line with the power of the other adc's? Either kit changes or item changes.

MrBuffington2 votes

I'm no pro/coach/balance expert, so I'm pretty bad at predictively seeing what changes would do to the game, or even just a particular champion. I know Riot has said they think Tristana is in a good position kit-wise, I would say that their changes in order to make Tristana healthy revolve around itemization. What I think to be the problem, as I mentioned, is that the power of IE compared to other items forces champions to either adapt (like Caitlyn and Jinx) or be pushed out of the meta (I heard MF was particularly reliant on the old BT's stacking passive), unless, of course, their itemization was largely unaffected (Corki is still strong, has remained strong for a long time, in part due to relatively few changes to Trinity Force).

As I see it now, there are potentially around 6-7 build paths/first items for ADCs:

  1. Infinity Edge; champions like Tristana, maybe Ashe, who benefit a lot from crit chance (Ashe's passive)
  2. Bloodthirster; hard to say since the changes have really hit this item, and before it was in a similar position as IE as being a default strong pick for ADCs, but MF was traditionally reliant on BT, as was (I think) Jinx, Caitlyn, Draven, etc.
  3. Trinity Force; Kog'Maw and Corki are probably the only two who still build this, Lucian and Ezreal can still be strong with this item (I'm not sure if Ezreal still builds TF, also I heard Blue Ezreal might make a comeback if some proposed muramana changes occured, no news on this yet).
  4. Blade of the Ruined King: Twitch and Vayne mostly, can't think of others who prioritize this as much; you might see others like Lucian build this, I think it's because he's pretty flexible as far as builds go, rather than BotRK being core on him.
  5. Essence Reaver; generally unpopular/weak at the moment, but mana hungry champions like Sivir may benefit a lot if this item was buffed to first-buy level
  6. Youmuu's Ghostblade; this is more of a specialty item for Graves and Lucian who go for a CDR rush so they have their dash up all the time. It's not really a traditional ADC item, more just unique to these champions' kits.
  7. Manamune?; honestly I'm not sure about this: I mentioned in 4. that blue Ezreal was theorized to make a comeback if the muramana changes happen, but I don't actually know if manamune was blue Ezreal's first buy, or if he went Tear -> some other item while he stacks Tear, like most champions who build Tear are prone to do.

I think, the ideal is where each of these items (plus other items that I missed) were equally viable for their respective champions. The items should have strengths synergize with particular champions based on their kits, etc. which would make each champion/team comp equally strong/viable.

The thing about champion nerfs/changes is that Riot is typically looking to keep a champion's identity intact; for Tristana, she is supposed to be a late game hypercarry who uses her high auto attack range and effective positioning with her jump to great effect. Tristana is honestly a pretty simple champion at the core; she jumps around and auto attacks things; her kit allows her to do this really well; just as every champion's kit should allow them to do their thing effectively. Kit-wise, I think she's really well suited for this; she has a unique niche that, if everything else was balanced, would give her a meaningful, but not oppressive, role in certain teams, which, I think, is really what Riot aims to do with every champion.

I think the only 'balance' changes to Tristana specifically would either have little effect (like mana cost changes) or completely gut her, which is not healthy for the game, and doesn't solve the bigger issue that is itemization or the hyper-carry focused meta. If Tristana gets gutted, honestly, Jinx will probably take her spot, people will QQ, and the cycle repeats. I don't see this like Kassadin, where for the most part, there's an isolated problem champion; this is a larger issue of itemization and meta shifts, where Tristana just happens to depend on the change the most.

12tales4 votes
  1. Youmuu's Ghostblade; this is more of a specialty item for Graves and Lucian who go for a CDR rush so they have their dash up all the time. It's not really a traditional ADC item, more just unique to these champions' kits.

Nitpick: Ghostblade is a viable first or second item on virtually every ADC, and an amazing buy on quite a few.

ProfDrDeath5 votes

For the items:

  • IE got straight-out buffed, without any compensatory changes to the item's cost. That, of course, makes it a strong contender for the spot of first big item.
  • BT got a lot of its power shifted from the earlier stages of the game to a later part (the addition of the shield, which isn't as useful early when your Lifesteal capacity is low due to lower DPS on autos).
  • BotRK got a nerf to its early power, too - the passive proc isn't that powerful when your enemies don't have as much HP, and it lost a lot of Lifesteal (also in its build path). It is more of an item with a defined purpose than an all-around item now.
  • Triforce wasn't changed, and it is a good and very flexible first item - you can build almost any of the other items as a second one to multiply TF's power.
  • Essence Reaver still suffers from the fact that its build path doesn't give what you actually build the item for, mana sustain. I am still a fan of adding a Forbidden Idol to the build path.
  • Youmuu's is interesting - if anything, it got a little buff with the changes, as the active now fully works on ranged champions.
ProfDrDeath2 votes

An idea of mine would be to make her somewhat weaker in the earlier stages, but ramp up to be as strong as she is now in the later stages, by giving her nonlinear scaling on the two things that make her the auto-attack hypercarry: Her AS and her range.

  • AS/lvl reduced to 0%.
  • Passive: Draw a Bead: Tristana gains bonus range equal to 3/5/7/9 * (her level - 1) and attack speed equal to 2.5/3/3.5/4% * (her level - 1). Valuies at levels 1/6/11/16.

What this would do is retaining her strength in the lategame, but somewhat lowering in the earlier parts. On top of that, it gives her a unique aspect among ADCs in her scaling very well with XP, rewarding teams for funneling a lot of XP to her.

MrBuffington1 votes

Side note: why are there two of you? There's an account on EUW that commented on this post with your exact username.

I'm no balance expert, I try to remind myself that, so I can't say predictively what changes will do to a champion. Hopefully I can better describe what happened (past tense) to a champion, which is what I tried to do with this post.

ProfDrDeath1 votes

Because it is the same guy behind both of them :)

One's just the user I have for posting in the NA forums - and sometimes, I am too lazy to switch when logged in with the NA account.

And yes, I have two conflicting opinions in that - one is to revert the buffs she got in S3 and early S4, the other is presented in the idea above.

MrBuffington2 votes

Interesting :P, I'll keep that in mind when responding to you (so I won't act like I'm talking to two different people)

Based on Ghostcrawlers comments, my impression is that Tristana is no longer weak early game because lane bullies (Lucian) were changed to be a little easier to deal with; as a result it's easier for Tristana (and other hypercarries) to CS and get to that 2 item powerspike, which is easier to get to (she used to need more items to be scary).

I don't know if reverting the buffs will do much; from what Ghostcrawler said, Tristana's strength has more to do with changes to things other than Tristana; not much changed for her with the buffs anyways; I think she'll still be powerful even if they were reverted.

My one idea was sort of similar; to drop Tristana's base range to 500 (from 550) and increase range per level to 12 (up from 9). Right now she has the same range as most other ADCs, which puts them at a pretty level playing field as far as CSing is concerned; if she has a lower range at lvl 1, she'll have a much harder time CSing, and have virtually no lane presence (since her abilities scale with her range). I remember DoubleLift stating that if Tristana leaves lane only 30 CS behind her lane opponent, she's in pretty good shape for late game; I think this is what I'm going for in terms of this idea, where a Tristana that is ~30 CS behind is more or less balanced. Lowering her base range will allow her opponent to zone her out more easily, deny CS, and delay her items/powerspike. With the numbers I have, she is at 548 range at lvl 5, pretty much even with other ADCs, and she reaches 704 range at lvl 18, which is pretty much equal to her old range.

cshakes3 votes

I think that an effective nerf would be to bugfix her W (no more jumping away from CC) and shortening its range. Too many times have I stunned Trist in her jump's wind-up phase only to have her jump off either with no regard for CC or immediately after the CC ends. Applying CC to her when she's channeling her jump should cancel it completely.

Also, Tristana's Rocket Jump is 900 units. Let's look at some dashes' ranges: Leona Zenith Blade is 875. Aatrox Dark Flight is 600. Ahri Spirit Rush is 450 per cast. Akali Shadow Dance is 800. Corki Valkyrie is 800. Diana Lunar Rush is 825. Fiora Lunge is 600. Fizz Urchin Strike is 550, Playful/Trickster combined are 800. Gragas Body Slam is 600. Notice a trend? Tristana has possibly the highest-range dash ability in the game. I'd consider making it 800 range just like Corki's Valkyrie.

Perhaps some nerfs to base attack speed / attack speed per level so attack speed itemization isn't so good on her.

MrBuffington1 votes

The bug-fix is a given; it's a bug for a reason, it should be fixed.

As for ranges, I'll again make an argument about effective/absolute ranges. Tristana (at lvl 18, shorter at lower levels) has 703 range, plus a 900 range dash. Take Corki; he has a 1225 range poke ability (his rockets), and an 800 range dash. Add the two, Tristana has 1603 effective/absolute range, Corki has 2225 effective/absolute range, as in, this is the largest range that this champion can have an effect; if you spread out their potential zone of control, this is the greatest range. Moreover, Tristana herself has to be in 703 range, Corki can attack safely at 1225 range. Sure, you can argue Corki needs to use a spell to attack at this range, but that's the trade-off: Tristana has shorter range but higher sustained damage in that range, Corki has higher range but lower sustained damage in that range. Tristana has a long range dash to work with the fact that she can only deal damage when she's in auto attack range, which is actually pretty short in the grand scheme of LoL abilities; most champions have a ranged poke ability that has greater than 703 range.

Combine the ranges, dash and spell, of any of the champions you listed and they'll probably have greater effective ranges than Tristana. You can also look at other champions; Vayne only has a 300 range dash and 550 range, much lower than Tristana's. However, the trade off is that Vayne has passive movement speed, in addition to being able to cast her dash every 2 seconds. Tristana's rocket jump is at 14 seconds at the end of the game (she usually maxes it last). Potentially (not exact, just hypothetically), Vayne can dash 7 times in the same time frame; so 2100 range from dashes and 550 from her auto range, 2650 total. Of course, this will be lower in actual practice, but it also doesn't take into account Vayne's passive movement speed.

Also consider damage:range trade-offs. Jax has a 700 range dash and 125 range: 825, pitiful range. However, he will absolutely demolish anything inside of that range, in addition to being an off-tank champion. Jax has a smaller zone of control, but is very powerful inside of that zone.

cshakes4 votes

I know about the zones of control. Thing is, Jax got nerfed some time ago since he was too strong in his zone of effect. Tristana needs a bit of a nerf, too, and I think that nerfing her W's range would make her less safe, fitting a hypercarry. Currently she's the hypercarry whose range steroid is always up who can always self-peel or jump away. Lowering her W's range would make her less safe.

If you can come up with a way to make her early or mid significantly harder, I'm all ears.

2nd Fiddle1 votes

LeeSin Resonating strike 1300 units

Zac Elastic slingshot 1550 units

Don't get me wrong Tristana 's got an insane distance on her and could probably stand to lose a bit of it, but the true long jumpers can take her.

cshakes1 votes

Good catch. :) Notice how I went through champions alphabetically? :P

(Though Zac's gapcloser is channeled, and I think Lee Sin is too OP.)

Marthian1 votes

That bug is an issue for a lot of champions and it's weird who should do that and who shouldn't. I've cc'd Lux during her ult cast time, but her ult still goes off. If Mega-Gnar uses his W, he still completes it if you hit him with CC before he crashes down.

ProfDrDeath1 votes

Yes to possible range adjustments and bugfixes (and AS/lvl nerfs). A big NO to base AS nerfs.

Tristana is a lategame (hyper-)carry and hence supposed to scale well with attack speed.

cshakes1 votes

AFAIK AS/lvl adds to the base attack speed. Perhaps nerf her starting base AS and then make the AS/lvl larger to compensate?

ProfDrDeath1 votes

Unfortunately, it doesn't work that way.

Basically, all champions have a base attack speed, and for each level, they get some % on top of it - the same percent you gain from items.

So, 100% bonus Attack speed is 2 times your base attack speed, independant of whether these % come from levels, runes, masteries, abilities or items.

Tristana currently has a base AS of 0.656, which is slightly above average.

Nerfing her base AS makes all AS from bonus sources worse on her. But, what I think you want to achieve is for her to have a worse early game? In that case, I'd like you to point to my suggestion about nonlinear scaling: http://boards.na.leagueoflegends.com/en/c/gameplay-balance/Q1oZcAUE-the-real-problem-with-tristana?comment=00020001

Serpents Embrace2 votes

Tristana's issue isn't just the itemization, unfortunately. The itemization only exacerbates an issue she already had.

Her jump is just too powerful. Whenever her and Corki become strong due to item changes their safety was one of the most frustrating things about them - and they don't have to do anything to earn it. The sheer distance her and Corki cover with their mobility problems is what sets them apart from other ADCs like your honorable mention Caitlyn or the likes of Graves, Ezreal and Lucian. If that's something that isn't going to be pruned back then other parts of the kit will have to suffer for it. Your "peel" comparisons are pretty scattered, as well. Are you defining peel as any CC, knock-back or jumps because all of those appear in your comparisons when only the Vayne one is truly comparable.

Tristana becoming healthier when they go through Marksman itemization again is a given, even if she wasn't currently half of the issue she is, the real issue with her is that it's difficult to do anything to Marksman itemization without her being an outlier. If she's strong she's overpowering, if she's weak she's a joke. There is no middle ground with her and middle ground is what needs to be achieved.

MrBuffington5 votes

Where I'm coming from is pretty simple; no one complained about Tristana before, heck, no one even cared about Tristana before, and suddenly everyone wants her gutted.

Her jump is a central part of her kit; I discussed in my post that she has no ability to deal damage to you beyond her range AA. Corki has a long range jump, too, but he also has a ton of poke abilities. Tristana relies on her jump to give her the positioning she needs to do anything. Corki has long range missiles to still be relevant after jumping; Tristana has her resets to be relevant after jumping. Most other ADCs have a dash on a short cooldown and poke abilities. She can go Vayne's route and have short dashes on a 2 second cooldown, but this conflicts with Riot's goal of having every champion have a unique identity, not to mention I feel like people would still complain, since her strength is in her synergy with IE.

Vayne's peel is the best comparison/most identical to Tristana's, but she isn't the only one with self-peel. Sure, the other's are more difficult to execute, but they can still serve the same function. I'm basically calling peel the ability for a champion to get another champion to stop attacking them ('peel' them off, basically disengage, or, for ADCs, getting the attacker at a safer range. You can also call dashes a form of peel, but CC of the champions I mentioned coupled with other aspects of their kit really help peel better than most other ADC's peel capabilities).

The middle ground I see is when IE is brought into line with other ADC item choices; right now it's not only the best item for Tristana, it's the best item for everyone. The point where Tristana going for an IE build is equivalent/has-similar-pros-&-cons to Jinx/whoever going for a BT build or Vayne going for BotRK build is the point when the ADCs itemization is balanced; builds are meant to suit a champion and amplify their unique strengths; the point where every champion is best with a single build is where things get very unhealthy. For a comparison, this is what is going on in mid lane too; almost everyone rushes Athene's; those who don't just can't compete with the mages who can.

Serpents Embrace2 votes

On the contrary. There are always complaints about every single champion. However, before the itemization change Tristana's problem was that her late game was essentially unobtainable because early/mid-game Marksmen crowded her out because they went better with the old Bloodthirster rush meta and thus she was a weak Marksman. Like you said, IE is what's making her so strong. But her main contenders are Kog'Maw and Lucian - neither of whom rush IE, which means that your point that it's "best for everyone" is probably off the mark.

And that's a very broad notion of self-peeling. You're basically saying it's okay for you to compare any ability any other ADC has that isn't strictly an attack to Tristana's ultimate.

MrBuffington2 votes

Lucian still has an IE rush build; you don't see it as often anymore, though. Champions like Kog'Maw and Corki are in a similarly unique position as Tristana, where their builds revolve around an item (in their case, Trinity Force), or Vayne and Twitch with BotRK. If you see these items buffed (and consequently, other ADC items made less viable), you'll likely see the corresponding champions rise to power.

The thing I'm specifically referring to is that, aside from these unique champions, there is a gravitation towards IE (even most of these unique champions with tend towards IE if they can fit it later in their build). Champions like Caitlyn or Jinx now build IE instead of BT like they used to. The same is true for a majority of ADCs; basically, unless there are unique cases like Kog'Maw, the default best build is to go IE first. Again, the reason Tristana is powerful is because she uses this item better than most of the other ADCs. If the best ADC item turned out to be Trinity Force, everyone who could get it would rush Trinity Force; this would mean Ezreal and Lucian would change their builds, but would mean Kog'Maw and Corki are in especially powerful positions, similar to how Tristana is right now in the IE meta.

I'm saying the ability for an ADC to peel for themselves is not unique to Tristana; Vayne is still very similar, so I think my point still stands, even if you disagree with my other comparisons. I'm not comparing abilities to Tristana's ult; I'm comparing all ADCs abilities to peel for themselves, including Tristana, Vayne, etc. It's a subtle difference but an important one.

ModUlanopo2 votes

Where I'm coming from is pretty simple; no one complained about Tristana before, heck, no one even cared about Tristana before, and suddenly everyone wants her gutted.

I had several high-ranked friends comment on Tristana being sleeper OP when she appeared when we were playing normals or ARAMs together. The problem isn't any one aspect of her kit, it's that they combine to make the slope on the far side of her tipping point especially steep. When ADC itemization is good, like it is now, or when Tristana can get out in front, she's almost unbeatable. Cait comes the closest in reliability in that regard, but that requires consistent landing of traps and snares. They both have two disengage abilities, but Tristana's are considerably more reliable than Cait's.

She's not a problem most of the time, but when she becomes a problem, she becomes a huge problem.

MrBuffington2 votes

I mention in this comment my thoughts on itemization, which I think is what really moved Tristana from sleeper OP to actually OP. You're right that Tristana is a unique champion where her strengths and weaknesses are very well aligned, so when her strengths are enhanced, she gets exponentially stronger, and the same for her weaknesses. This gives her a niche in the game, which is why I think more balanced ADC itemization would help a great deal.

ModUlanopo2 votes

I mention in this comment my thoughts on itemization, which I think is what really moved Tristana from sleeper OP to actually OP.

Yeah, I had read that before I made my response and I stand by my analysis. Tristana is more binary than her peers (mostly Vayne and Kog'Maw) because she's the only one of the three with a reset mechanic which in her case happens to be on her engage/disengage tool.

Improvements to ADC itemization reveal this problem because the better the gear, the more likely she is to get the kill, which makes her more likely to survive the kill. A large part of the reason we're seeing this more clearly now is that BT was made fairly explicitly inferior to IE. The moment that BT was no longer the correct/safe choice, people moved to things that are actually much better for her.

And, before you say "that's an itemization problem, not a Tristana problem", the BT changes were good for the game and all they did was reveal a situation that was there all along. Reverting the BT changes won't erase the change in public understanding and awareness.

so when her strengths are enhanced, she gets exponentially stronger, and the same for her weaknesses.

I would dispute that her downside is anywhere near as bad as Kog'Maw's, despite her being in the same class as him. Regardless, neither he nor Vayne have the capability to say, "I got a kill/assist. Here, let me jump to a place where you cannot get me." You mention her identity and her uniqueness, but I don't think either of them depend on having a reset on an ability that allows her to re-establish range when she has the longest range in the game.

Put another way, I think she can be the "champion who jumps around a lot" or "the champion who has the longest range." I think we have a problem when she's both because that moves her into the same category as LeBlanc and Kassadin: assassins with powerful exit mechanics. We all know how the community and Riot feel about them and all the attempts to make them less toxic.

which is why I think more balanced ADC itemization would help a great deal.

Can you give an example of how ADC itemization could be changed to give Tristana specific weaknesses without overly affecting the other ADCs?

EDIT:

Where I'm coming from is pretty simple; no one complained about Tristana before, heck, no one even cared about Tristana before, and suddenly everyone wants her gutted.

I would ignore the hyperbole from the hoi-polloi, if you'll forgive the alliteration, and focus on what Riot is saying. GC doesn't want to gut her; he wants her to have specific weaknesses and counterplay.

MrBuffington1 votes

I would say it's an itemization synergy problem, but yea I agree with a lot of what you're saying. It's a lot to do with how IE is an item that almost every ADC will rush now, which evens out the playing field; hypothetical here, but before, if Caitlyn can rush BT first and Tristana will go IE first, Caitlyn will get the old BT several hundred gold before Tristana gets her IE, so Caitlyn gets her powerspike earlier and can bully Tristana more than Tristana can retaliate. Now that Caitlyn will rush IE, there's a more level playing field as far as when they get their powerspikes (and Tristana gets more of a powerspike), which is why she can compete/dominate.

My opinion tends to drift a little bit throughout this thread; I'm going to be making an edit to the main post to try to clarify what I intend to say; it's difficult to stay perfectly consistent since I'm discussing with so many different people, who have varying levels of...maturity? I would argue that AD Tristana doesn't have quite the assassination potential as say, LeBlanc, Kassadin, Kha'Zix, etc; she deals more DPS than burst (her ER is more of an execute than an actual assassin-type burst combo)

My idea with itemization largely stems from (what I thought was the only problem) the itemization changes that made Tristana more powerful. My thought was pretty simplistic; her kit has hardly changed in this time, so if the items made her powerful, the items can make her less dominant.

Reading GCs comments, it's clear that I didn't understand how nerfing lane bullies affected the ability for hypercarries to become powerful, that's my mistake. The thing about Kog'Maw is that he can CS from a safer range; Tristana's life might be safer, but if she doesn't get CS, she isn't useful even if she never dies. Granted, her range start game is still pretty safe; 550 is standard for an ADC. Ghostcrawler mentioned he thinks Lucian is in a good spot, so bringing lane bullies back probably isn't going to happen, so it looks like Tristana is going to need some nerfing directly. I mentioned this in a comment to CSHAKES that a possible direction to nerfing Tristana specifically is to lower her base AA range giving her higher range per level to compensate, making her early game weaker, making it easier to deny her CS and harder for her to reach late game.

The problem with her mid game still seems linked to items, and this seems more prickly. ADCs are strong as a whole, so I could suggest improvements in alternatives to IE/SS so other ADCs can compete better with mid-game Tristana, but then you have all ADCs being OP, pretty much. Riot's been doing a good job with itemization; there's a lot more diversity in ADC builds now, but I don't know if I'd say it's perfect. Of the items that build out of BF sword, only IE is really viable, maybe BT as a 4th item or something; no one touches ER, and MS is situational.

ModUlanopo2 votes

The thing about Kog'Maw is that he can CS from a safer range; Tristana's life might be safer, but if she doesn't get CS, she isn't useful even if she never dies.

I agree with you that Kog'Maw has something of a CS advantage, but I feel it disappears as the game progresses. The easy thing to say is "well, duh, her passive does that," but there's more to it. Kog'Maw has a clear weakness: If you can get a body on him, he's probably done. It might be expensive to get there, but you can do it. Knowing this, Kog'Maw must always work to maintain that range. It's a clear, understandable play pattern that can be exploited. It's a little strong - which is why they're considering tweaks - but even at my MMR most people seem to have a decent plan for beating Kog'Maw.

By contrast, getting a body on Tristana accomplishes nothing unless that body comes with a truckload of CC. The ADC family might be dripping with speed boosts and dashes, but the former can be countered with roots and slows and the latter are often in the ~300 unit range.

Rocket Jump is 900 units.

When she gets to the point where she can jump in, kill someone and jump out, her play flow has become significantly harder to counter. It's a lot like Fiora's ult or Yi's Alpha Strike where I feel that the only real counterplay is "Don't get low on health and try not to bunch up too much." That's not good for the game.

MrBuffington1 votes

I think the CS advantage is usually only relevant in lane phase; after that rotations and itemization usually allow ADCs to wave-clear pretty quick.

Tristana can't really jump in unless she has a clear opening to do so; she's still a super squishy ADC, and using her jump offensively without a clear opening to do so usually means you're getting popped. The 900 range rocket jump also has the effect of usually moving her out of range to deal damage, as well. She has to walk back in range to remain relevant in a fight, and she has no mobility anymore unless she gets a kill/assist since rocket jump is on a long cooldown.

I don't think Tristana's rocket jump is an uniquely unhealthy element of the game, a lot of ADCs have mobility skills on half the cooldown, which is just a trade-off. Ghostcrawler had mentioned that ADC mobility does seem to be a problem, I don't anticipate big changes to Tristana's jump unless more ADCs get changes to their dashes/mobility as well.

ModUlanopo1 votes

I don't think Tristana's rocket jump is an uniquely unhealthy element of the game, a lot of ADCs have mobility skills on half the cooldown, which is just a trade-off.

The jump itself isn't unhealthy, it's the reset and the fact that it does immediate damage. Without the reset, Tristana would have to consider how she's going to get out, if at all. With it, the only calculation is whether or not she can get the kill.

This is why itemization is so critical for her. When the items are good, she plays a lot more like LeBlanc and that isn't healthy for the game.

MrBuffington1 votes

She does have to take into account how she's going to get out of a fight; the reset is part of that calculation: can she get a kill before she dies? Will she have time to use the jump? Does she have mana for the jump? Getting a kill is hardly a reliable way of getting out of a fight, there are always champions who can resist death or heal or barrier or any number of things that can prolong the time Tristana remains in danger, all of which needs to be taken into consideration. Jumping into a fight is a super high risk decision, it has rewards to match that. The reason you don't see some other champions taking similar risks is because they don't need to; again Tristana is only a threat when she is in auto attack range, she can't poke or anything beyond her auto range. You don't see Ezreal diving into a team because 1) he doesn't need to take that risk, he can effectively zone from his Q range; 2) that's not his role as an ADC. He's not a hypercarry that goes into a fight and kills everyone; he's more a utility ADC.

Also, I specified it's not unique; a lot of champions have reset mechanics, as I mentioned in my original post (I only considered ADCs in the original post, but there are many outside of ADCs). Many of the other champions with reset mechanics are assassins with very low cooldowns, meaning they are able to burst their initial target, and burst anyone else they want to; Tristana does DPS, this innately conflicts with burst, and she has longer periods of vulnerability than reset assassins in general.

LeBlanc is unique in that she always has an escape; it's built into her kit, there's no condition of having to get a kill or anything to use it.

A2ZOMG2 votes

Tristana's kit is supremely toxic though. She has way too many point click nukes ON TOP OF broken mobility to be a healthy champion. THAT is why she needs to be nerfed, and not just wrist slapped. She needs to be nerfed out of the game COMPLETELY because her gameplay is completely not fun to play against. This champion should NEVER be competitive in her current design.

You believe that Jinx would replace Tristana if Tristana was gutted. Jinx actually has a fair design unlike Tristana. She has opportunity costs for range or massive steroids. She can't use both simultaneously. Furthermore, she doesn't have a god tier escape, and her nukes while strong are not point click. Jinx actually has a lot of skill and strategic counterplay, whereas Tristana only has a very limited amount of strategic counteplay "checking" her. Basically against Trist, you pick something that is HOPEFULLY numerically strong enough to stomp her early, or you pick Malphite/Talon to click on Tristana and remove her from the fight before she can react with her jump. That's the counterplay to Trist. Meanwhile Jinx is very easily assassinated and locked down if she tries to step into auto range at the wrong time, keeping in mind that Jinx can't benefit from range and steroids simultaneously.

mi ramfan4 votes

All of her cooldowns are medium-long except for her ultimate (which is short compared to other ultimates). Tristana's point and click also doesn't scale with her main attack stat, so unlike Caitlyn or Ezreal her poke falls off going into mid game.

You use Jinx as a comparative example, but she actually has more self peel then Tristana does. Tristana has 1 escape, her Rocket Jump (which effectively removes her from the fight if she goes the maximum distance) and 1 self peeling spell, which is her ultimate. Jinx has her Zap! and her Flame Chompers to self peel. Did I mention that Flame Chompers deals more damage then Tristana's Explosive Shot? Did I mention that Zap has a higher AD ratio by itself then exists on Tristana's entire kit?

Tristana is not the problem. The 4.10 Infinity Edge changes are the problem. Nobody had a single issue with Tristana before the 4.10 IE changes; in fact, before her small QoL buffs earlier this season, people were going on about Trist being unviable.

A2ZOMG2 votes

Note I never stated anything about how powerful Tristana's kit actually is. I stated that Tristana's actual design is extremely bad.

You cannot have a healthy kit when you have a lot of point click nukes and a top tier escape. Ever tried laning against AP Tristana for instance? Complete nonsense that nobody in the right mind wants to be competitive. Sure, running AD on Tristana simply means her nukes don't scale lategame. Doesn't mean her kit is any less unhealthy for the game.

Also Jinx Flame Chompers and Zap are not point click nukes. Both are not easy to land without prior setup, meaning Jinx can't simply click on you to win the laning phase automatically at very little commitment. Tristana's Explosive Shot is a point click nuke and so is her Buster Shot. Which means if you're low enough, Tristana simply hits three buttons and you're dead without counterplay.

Jinx's self peel is really bad, and you shouldn't try to pretend it's good. Flame Chompers are not trivial to land when you get dived, and Zap!! while strong is primarily a POKE, and poor for self peel. Tristana can peel multiple champions simultaneously with her ultimate and having a god tier escape >>> not having one.

Tristana should remain one of the worst ADs in the game because her kit has really bad gameplay. She's massively uninteractive and lacks counterplay especially when ahead. Jinx at least is easily ganked and you don't necessarily need Malphite or Talon to gimp her in teamfights because of her limited mobility.

Lord Graves III2 votes

I feel like you are throwing around buzzwords like Toxic and Counterplay without really thinking about them.

Tristana has long periods of lowered damage and raised vulnerability thanks to her long cooldowns. Also, because her hated rocket jump does not confer invulnerability, untargetability, or even instant movement. You can kill her during it.

Tristana has 2, count em, 2 point and click nukes, and they both tickle by late game. Early game tristana has to take huge risks to do damage in that her long cooldown escape is also a core damage move. Its the same pattern as Ezreal using his E to attack in lane. It puts them both all in, but they can't do enough damage to kill you without it.

Meanwhile late game, yes she offers great safety, range, damage, and safety, but does so at the expense of effective range (in the form of poke spells) and burst damage. Every marksman has better late burst than trist, and most can reach well beyond 700 range with their spells. Also their spells actually do damage late game, while tristana's will have fallen off in a huge way.

If you are low enough, literally any champion can kill you with ONE button.

Is she too strong right now? Yeah. Yeah she needs some re-balancing, likely in the form of some spell alterations, I don't think she is as inherently toxic as you state. She needs to pick battles very carefully early on to gain ground, and can be run oom by aggression since her steroid just isn't any good without items backing it. She needs to use her escape as a damage move during early fights meaning she either fights with handicapped damage and safety or fights all-in to the death. Lategame, everything she does is within her autoattack range which while very high, isn't that high compared to many spells.

While admittedly the pro-level is different from 99.99% of players, most players tristana play is beatable. You bait spells, force cooldowns, then don't let up when they are on cooldown. Rocket Jump -> Dead in the water for 15 seconds. More than enough time to kill a marksman. She has garbage base movespeed and no late game poke. In exchange for this she has exceptional self peel and sustained damage while her Q is up.

Shes a little strong, but shes no worse than any other carry when ahead. In fact I'd say she is less of a pain than many carrys when ahead.

A2ZOMG1 votes

Firstoff, I clearly stated it doesn't matter that Tristana's nukes don't scale. You're missing the bigger picture by stating that. It still means her kit is toxic when during the laning phase, she clicks on you and gets a good trade. It's why Corki needed Phosphorus Bomb reworked. That thing didn't scale at all previously, but it didn't stop it from being a broken nuke because it effectively was point click damage at low commitment.

Note that Ezreal unlike Tristana is extremely bad at pushing, so even though he has some strong spells for fighting champions early, he simply gets gimped by creep waves during laning. Tristana is the exact opposite and actually pushes very well.

Yes, I'm aware that you can kill Tristana during Rocket Jump. To actually do that effectively requires you to pick Malphite or Talon to get a reliable dive on her. Her escape is INCREDIBLY broken and is only easily nullified by very specific champion picks.

How many range ADs have good poke spells late in the game? Corki, Ezreal, Ashe, Varus, and Jinx basically. And all of them except Jinx are mostly weaker lategame, especially Ashe and Varus who get countered by items. And Jinx as I stated unlike Tristana doesn't actually have many tools against dives, nor does she get to benefit from steroids or autoattack range simultaneously. Point is, good poke hardly makes the difference for a good range AD. Unless your name is Kog'Maw and you choose to go Muramana after snowballing midgame, but that's just specific to him.

Also, Tristana is extremely difficult to deal with when ahead. You forget that the base damage on Tristana's nukes scales extremely well with level, meaning when she's ahead, she effectively just runs at you and kills you repeatedly. The only AD who is probably more difficult to deal with than Tristana when ahead is Ashe, who has a global initiation spell and a permaslow to guarantee you can't disengage from her, but Ashe is by far much riskier than Tristana earlygame with long cooldowns on Volley and no escapes.

Lord Graves III1 votes

I agree trist is overpowered currently. What I debate is that her kit is inherently evil.

Firstoff, I clearly stated it doesn't matter that Tristana's nukes don't scale.

Just because you stated it doesn't make it true. I refute your claim. Due to having to choose between getting better spells or actually making use of the AD items she is buying, even when fed, tristana has a (compared to fed anyone else) below average mid-game. Lets get real, if she is fed enough to have an iEdge during laning, her spells have ceased to be a worry, she stopped leveling them to level Q, and you have an entirely bigger problem. Also her support and jungler deserves a high five for making it happen. Level damage spells first and you have a big empty spot where you aren't making use of your items. Stop leveling spells and start leveling your steroid, you just made your spells fall off even quicker.

You insist that E alone nets tristana a good trade, I find this to be overly simplistic. What are other champs doing when trist E's them? Trist can get a nasty trade using both spells, but E alone isn't inherently broken. It might be overpowered, but toxic isn't exactly how I'd describe it. If trist Es you, autos, walks away, and you did nothing in return you probably deserved it.

Corki bomb wasn't just reworked because it was targetted, it was reworked to add MORE power to his kit. They added over 200 range to the spell in exchange for it being a skillshot. When played well, Corki gets EVEN STRONGER.

Also, Cait, Kog Maw, and Sivir have decent poke.

Point is, good poke hardly makes the difference for a good range AD.

I respectfully disagree. Cait, Jinx, and Kog all have good poke, and it is part of what makes them good. Poke damage is safe damage and safety is what makes tristana strong. You can't dismiss poke as a factor in power.

Her escape is INCREDIBLY broken and is only easily nullified by very specific champion picks.

Incredibly is a strong term. It wouldn't have stayed in the game for years and years if it was incredibly broken. Its only all that great an escape when combined with her ult. Between its long start up time, slow (comparatively) movespeed and its stoppability its not even all that great a dash. Doubly so since it is needed as a damage tool until you have enough levels in Q for it to start mattering. Her rapid fire is just plain unimpressive at low levels. It is strong in conjunction with her ult, and is better as an aggressive cleanup tool for hunting down runners than as an escape tool. Hence the longer cooldown when used as an escape.

Based on your descriptions and tone you sound as though Tristana has been this heinous dominating force forever and ever. The things that were mediocre about her are still there. Shes just been given a chance to shine by meta shift and item changes.

The only AD who is probably more difficult to deal with than Tristana when ahead is Ashe

I sorta find this funny. Yeah ashe will kill your ass when shes ahead, but no matter how ahead she is, Zed, Kha Zix, Talon, or Vi are gonna beat her to death.

A2ZOMG1 votes

Corki is a shadow of what he used to be and can't win lanes like before. Pre-rework Q allowed Corki to trade better than Lucian, so even though they added scaling and range to the spell, the mechanics changes makes it dodgeable on reaction and in fact higher commitment, meaning Vayne for instance gets a nearly free lane against Corki pre-Sheen. So you understate the massive significance of a point click nuke during laning. Only other ADs who effectively have point click nukes are like Graves, Ashe, and Varus. Graves had Buckshot nerfed a million times. Ashe has a 16 second cooldown on Volley. Varus has a flat 80 mana cost on Hail of Arrows which also got nerfed. More recently they DID nerf Trist's E damage from 110 to 80, which was necessary. However it costs just 50 mana at rank 1, and it's still a point click nuke AND a skill that enables really strong pushing earlygame.

Caitlyn has terrible poke but excellent waveclear and safety (Q shouldn't hit you in standoffs without prior setup), so Caitlyn primarily seiges to win. Jinx's poke only is really important lategame because she actually makes picks with her W when it hits, and the damage while good is far less important. Kog'Maw's poke is only good if you run a mana intensive build, otherwise his R is pretty much only good for finishing targets and getting vision and he has better things to save mana for.

I've never suggested that Tristana has consistently been dominating. What I AM suggesting is when she's good, she is consistently TOO GOOD and also doesn't establish healthy gameplay. It's simply impossible for her gameplay to be good for the game when again, it revolves around point click nukes, a top tier escape (900 range is MASSIVE), and hyperscaling steroids and autoattack range. Her kit doesn't have nearly enough clear tradeoffs aside from timing dependent power slumps, which are often trivialized by having an above average earlygame that snowballs hard.

How many champions have mid-long ranged point click nukes and top tier escapes? Count em. I guarantee you most of them have been ban status and later nerfed at some point. Kha'Zix, Kassadin, Leblanc, Lulu, Graves, Corki, and even someone like Shaco come to mind. Tristana shouldn't be allowed to be dominant in her current state BECAUSE she fits that toxic archetype. And the argument of the scaling on her nukes is actually irrelevant because for one, AP Tristana is in fact LUDICROUSLY toxic to play against (and everyone is better off with it not being competitive). And two, base damages make a MUCH bigger deal, which Tristana has plenty of. 250-270 magic damage on rank 5 basic abilities and 300 magic damage on rank 1 ult is objectively ludicrous especially when the majority of that damage pretty much can't miss.

Lord Graves III2 votes

objectively ludicrous

I don't think this term means what you think it means. Ludicrous is a very strong term, and this is a design discussion, meaning objectively isn't actually possible.

I feel like you are just listing the strengths of other champions as irrelevant and the weaknesses of tristana as non existent.

You can't really point to defining traits of champions, like a 1400 range nuke and reveal and say it doesn't matter and isn't strong. You can't then point to a mediocre range targetted nuke that does nothing but damage

LUDICROUSLY toxic

I feel like your measuring stick for what is and isn't ludicrous is broken, or narrow sighted. Tristana is in the scheme of things small potatoes. I remember the holy triforce of season 2 marksman.

a top tier escape (900 range is MASSIVE),

I've always agreed with you on this but the community always argued it had slow startup and was below average. All of a sudden Tristana's dash is complete bullshit? I'd argue that rage at it is more of a symptom. If it was THAT good, trist wouldn't have been under the marksman power curve for the majority of League history.

I believe you are overestimated a targeted nuke. Also, listing Ashe as having a nuke is not really accurate as it can't hit past minions. Varus has a slow on his E. Ashe Volley slows. These moves have strength late game beyond simple damage. Also, their spells actually scale.

However it (E) costs just 50 mana at rank 1, and it's still a point click nuke AND a skill that enables really strong pushing earlygame.

Yeah, but tristana has among the lowest base mana's in the game. She doesn't have much to spare. Though I'll admit removal of cost on Q likely put this over the edge.

it revolves around point click nukes,

First of all, autoattacks are targeted nukes. ;) Annie does equivalent damage, largely targeted, and (even support) actually scales her spell damage into late game. Meanwhile Tristana E is not the best designed spell. I'll agree there. I wish they would put all the power into the passive and just make it a toggle. But I have trouble believing that it's active is why tristana is now overpowered.

Kha'Zix, Kassadin, Leblanc, Lulu, Graves, Corki, and even someone like Shaco come to mind.

Listing trist among them is disingenuous. Their spells do things lategame. Trist E lategame is a 100 damage DoT with a grievious wounds attached. ** My main conclusion is that while I do not think Trist's W and E and R are why she is overpowered, her E would be a good place to yank power away from.**

I get the impression you feel very very strongly about this. It shows through your use of absolutes and hyperbole. Balance is a spectrum, but talking about this has given me ideas for things that could be done to fix trist besides blindly yanking damage, and for that I thank you. :D

ProfDrDeath1 votes

Just one thing: Making E's passive effect a toggle would actually increase Tristana's laning power. The fact that she always and automatically pushes lane by last-hitting is the first disadvantage, the second one is that the effect can screw up last-hits majorly.

Zhugan2 votes
  1. Mobility doesn't belong on ANY ranged champion as a part of their kit. Riot was wrong to put it there in the first place. It should be a choice: inherent range or inherent mobility, not both.

  2. IF ranged champions are going to be given mobility, they should have to make a choice between effective mobility and effective kiting. Every single ranged champion that has both is actively invalidating melee champions. Especially melee champions that don't have either twice as much mobility as the ADC has or twice as much lockdown as the ADC has kite potential.

  3. ADC itemization is broken, you're right. But it was broken before 4.10. 4.10 just made it worse. AD itemization should have to choose, right now, between crit chance and armor penetration. Given that assassins make use of armor pen and not crit chance, crit chance should be entirely removed. ADCs don't need both exponential scaling AND the ability to ignore armor. Pick one, not both.

  4. Resets don't belong on ADCs. They belong on assassins to reward effective use of single kill potential. In fact, while an ADC can be effective without a reset, assassins simply can't. Giving any ADC this mechanic is as wrong as giving an ADC mobility. The only exception to this would be if ADCs have very low overall range.

  5. Giving a champion a range of over 600 was a mistake, plain and simple. That is true for Trist, Jinx, Kog, and Caitlyn. There are so few gap closers that go that distance its not even funny. It makes getting to ADCs with that range quite literally impossible without either a perfect flank or a serious misplay by that ADC.

  6. ADCs should have a steroid, as well as some way to kite (keep in mind, kiting DOES NOT mean mobility it means the ability to counter mobility by immobilizing or slowing the enemy).

Looking at this basic list, Tristana violates 1, 2, 3, 4, and 5. Often times in the worst combinations of ways. She is mobile and her reset is her mobility. That is awful. She has the longest possible range of any champion, at a distance that is far larger than almost any gap closer. She makes THE BEST use of ADCs broken itemization. Even worse, with red buff/ult/resetting mobility she never has to make any choice in regards to kiting and mobility. She just gets to have the best of both worlds.

Essentially, Tristana is the embodiment of everything that could possibly be wrong with an ADC. She needs nerfed and ADC itemization needs gutted.

Lord Graves III5 votes

Itemization needs gutted?

Define gutted. Would you rather marksmen just be removed from the game? Also, while few gap closers reach 700 range, plenty of spells do. Whats wrong with long range autoattacks in a world where long range spells exist?

Aatrox Q outranges most marksman autoattacks, is it a terrible spell for this? While I agree tristana is strong, and I agree tristana is too strong, I feel you make a lot of blanket statements that either overreact or contain hyperbole.

Based on your post I get the impression you would prefer if everyone just picked fighters and assassins.

Zhugan3 votes

Crit should be removed. That is what I mean by itemization should be gutted. Given multiplicative scaling combined with percent armor penetration is ridiculous and a mistake.

Aatrox dash has something like a 10 second coooldown at max level. Most ADCs can get away from it with their own gap creator and then Aatrox is up shit creek without a paddle. It also (just saying) has a range of 600. Which means if not used when already in the range of the likes of Tristana it isn't even an effective gapcloser.

I am fine with ADCs being good. I want all roles to be good. But I want roles to fill their role without invalidating others. There are TWO viable tanks right now. TWO. There are something like 4 viable assassins right now. If Kog/Trist are banned (they are obviously overbearing, even Riot admits that) Corki, Cait, Jinx, Ez, Lucian, and Graves have all seen recent play. That means that there are more viable ADCs than there are tanks and assassins combined.

And you are honestly gonna try and tell me that isn't related?

Lord Graves III2 votes

Removing crit would require a ton of extra work on the itemization. It would essentially requite making a new game's worth of items as far as scale of the project goes. Also, the core idea of the marksman revolves around multiplicative scaling. They out sustained damage EVERYONE. That is their job.

I was referring to aatrox slow actually. I was trying to think of spells on melee champs and Blades of Torment has 1000 range. It can reach out farther than anything tristana can do.

Also, viable at pro level is very different from viable in general. Tanks wreck face at all elo levels below pro.

Tank viability is stomped out because of Lee Sin, Vi, and Elise. Most tanks are junglers, and those three do everything tanks want to do, while dealing damage.

Phoenix Kotori 2 votes

Crit being removed would delete marksmans as a class, they need the multiplicative scaling by design to surpass late game mages, fighter, and assassins in sustained damage output.

HigeR1 votes

The real problem is that she deals magic damage through all her skills, because if you build magic resist guess what?, yeah, she'll decimate you with autos (at least adc trist) if her skills scaled with AP but dealt physical damage, you'd be able to defend from her completely.

That said, I don't think Trist is THAT unbeatable, yes she's strong right now, but there are several adcs who can trade with her fairly well.

MrBuffington8 votes

If the problem is that she deals magic damage, Corki and Kog'Maw should be 100x worse than Tristana. Tristana builds no AP, she builds no magic pen; she only has base damages to deal any sort of magic damage. Honestly, Ezreal will probably deal more magic damage in a game than Tristana.

HigeR1 votes

the thing is, their kits are balanced around them having low range in the case of Corki and Ezreal, you wouldn't give both of these 703 on top of their kits would ya?

As for Kog, his range is temporary but more importantly his skills don't have much impact in the way he plays, you can set up your slow, throw your Q and proceed to Auto with W on and occasionally R, Trist on the other hand moves herself, moves the enemy, avoids healing on a target increases her dps exponentially by pressing a button ._.

Now if you defend from those 3 with magic resist, you force them to get in range to use their AA (Kog eventually runs out of W) while for trist there's nothing that forces her to move past her 703 range.

MrBuffington7 votes

Corki, Kog'Maw, and Ezreal have poke spells at 1150-1800 range on ~2 second cooldown. Ezreal has a global ult. Range is not a problem for these three. Of course you wouldn't give these champions Tristana's range; that's Tristana's unique strength (something every champion should have). Why would you Frankenstein a champion with every other champion's strength?

Kog'Maw's skills have a huge impact on how he plays. His W grants him range, sure, but it also grants him %health damage per hit; his Q gives him resistance shred (both armor and MR), his slow allows him to land his spells more effectively while doing a ton of damage in itself.

The problem for Tristana isn't that she can hit things at 703 range, it's that she has to be at 703 range to hit anything; if you start counting spells, the vast majority of champions in the game can out range Tristana. She's stuck in that middle ground, where if the enemy still has their spells up, she is out ranged, but if it's purely auto attack based, she has the advantage.

SnugglyBunnies1 votes

Here's my two cents.

Having watched the LCS Summer games this year and seeing how Trist was used very well in so many games made me want to try and get good with her. I usually play support, but I have a friend who also usually plays support so I thought maybe it was a good chance to pick up an "OP" ADC. However, after playing her several times I have decided that she is not nearly as easy as folks like TSM WildTurtle made her look. I think she would take a lot of practice to master and that rocket jump can get you into serious trouble when used incorrectly.

She has great range and a nice kit, but if you can't play her effectively then she's just like any other ADC. Personally, I think I'll stick with Corki and Sivir when I play to win since they match my play style.

TL;DR: Trist is not OP, any ADC played well and with the right comp can seem that way though.

MrBuffington3 votes

I had a similar opinion for a while, about most OP champions too; Tristana is actually really powerful right now, though. The thing I've been learning about LoL is that it's a pretty delicately balanced game, things that don't seem to be related can actually have a big effect to different, seemingly unrelated things. As per Ghostcrawler's comments, Tristana's power is associated with two things: the lack of lane bullies in bot lane (ie. changes to Lucian) that allow hypercarries more safety while they scale up, and the itemization changes that make IE stronger. Neither deal directly with Tristana's kit, but have the effect of making her really powerful by mitigating her old weaknesses.

Also, when champions are OP, it really just means at equal player skill, the OP champion has an advantage. That advantage isn't usually insurmountable, but it's usually significant enough; people (myself included) often tend to over react, though. Small changes can have a really big effect.

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